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  • Summary
Date
2011-11-28
Parkname
Canyoneer
Creator
Game
Release Type
Design
(Multiplier = 4)
  • Score
  • Points
73.08%
73.08 x 4 = 292.32 pts
Direct Download (184) (442.38 KB)
  • Panelist Voting
Vote Score Count (15)
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73.08% >= 65% - Design Win
73.08%

New Element is a revolving-door community at its finest; members feel free to flit in and out at any whim, without any warning, and can stay or go as long as they like with very little repercussions on their work or their community standing. Case in point, Xophe. See, a couples years back, Xophe was NE's newest parkmaker, fresh off of a win with Zippo's Wacky World of Wonders, the highest-scoring release on the site at the time. The park raked in numerous awards for him as well, including RCT2 Park of the Year, Best Idea, Best Water Ride, and Best Comeback. Yet, in a disappearing act that David Copperfield or Harry Houdini would be proud of, he pretty much dropped off the face of NE, resurfacing with a screen maybe once or twice a year. However, like Zippo's was a resurgance to Xophe's NE career, so is his latest work, Canyoneer, his first design accolade and first released work since 2009.

Despite this being a realistic design, Canyoneer is no park-based coaster. Well, certainly not a theme park, although national park would be an apt description. Although the coaster is an excellently-paced Intamin rocket coaster, the real treat is the setting. The design situates itself on the rim of a large canyon, akin to those in the Southwestern areas of the US. This landscape is the launching point, pun unintended, for the key feature of the coaster, its interaction with terrain. The ride zips through tunnels, around buttes, and over rocky crags to make a thrilling ride that unites various elements into a unique experience. Also unique is Xophe's contextual approach, as he strays away from any theme park approximation of a canyon and instead goes for a full-on National Park area, complete with fittingly-generic architecture, a visitors' center, souvenir stands, and walking trails. Equally impressive is the landscape, a vast terrain that features extensive elevation changes and fitting foliage for each zone.

Overall, Canyoneer is an excellent return to form for Xophe. Those expecting a Zippos Pt. II may be disappointed, although Canyoneer is equally impressive in its execution on its concept. Unique, daring, and classy, Canyoneer stands on its own as a memorable design, and we can only hope that Xophe decides to avoid repeating the past by giving us a new release before another two years go by!

Comments (30)

  • User is offline RamSam12
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2011-11-28 - 01:30 AM Post #2
Excellent job with this. Just goes to show one does not need overly detailed fancy architecture to make a good park. It is at the right level of realistic for a park without feeling out of place by being more elaborate. That is something I strive for in my work, but often comes off as slacking for choosing to go with something simple. Great job too with capturing the feel of the southwest US, reminds me of many places around here. The coaster was great too, of course.
  • User is offline geewhzz
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2011-11-28 - 01:32 AM Post #3
very very good. best thing seen by me in a long time.
  • User is offline MCI
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2011-11-28 - 03:11 AM Post #4
Amazing work!
I really loved the layout of this coaster.
The setting was really well done, too!
Congrats to this design win! :)
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2011-11-28 - 03:34 AM Post #5
Sooo...it's a Maverick/Rita-like coaster...built in a visitor center?

:X

Odd, but I've heard stranger.
Moving on; The first thing I said when I saw this, was...
There's so much brown!
Seriously, Tiumba had less prevalent earth tones.

Dirt overload aside, it seems to me that the visitor center is too beige, but I suppose that's the standard uninspired, bleak (or as rob put it, "fittingly-generic") architecture you'd see in real life.
Yes, I'll admit that you've nailed the whole rest stop/visitor center theme. I'll admit that the coaster is good. Put them together and you get...meh.

I'm going to go with Yannik on this, and say 60%. It's good, but it's not quite Design worthy. I'd like to rate this higher on the scale, I really would, but as harsh as it sounds I expected better from you.
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  • User is online trav
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2011-11-28 - 04:29 AM Post #6
This was FAR too bare. The foliage was badly done in my opinion, the 'architecture' looked like it took 10 minutes, the landscaping was good, but was what I expect from a standard park, with actual scenery to compliment it, and so it wasn't good enough to be the obvious focal point of the park. I did like the coaster and the supports on the coaster were brilliant.


Overall, I'd have given this 55%
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  • User is offline Cocoa
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2011-11-28 - 04:59 AM Post #7
I honestly can't decide whether I like this or not. On the one hand, its brilliantly realistic and just like what I'd expect from arizona or new mexico. the landscapiing is brilliant too. but on the other hand, I am bored... beyond a nice layout, there is just some bland buildings and paths. the mini golf is decent though, and the mine was cool... but really just not much too see.
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  • User is offline deanosrs
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2011-11-28 - 05:58 AM Post #8
Absolutely amazing - I completely love it. Can see a huge Rita influence here! I really dig the landscaping too, less can be more. This is a really clear design for me.
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2011-11-28 - 06:36 AM Post #9
I think this lacked some actual features to guide the viewer. You turned landscaping into a feature, which I doubt can ever really work well, as landscaping is after all always only complementary to what should actually be most prominent: rides, shops, recreational areas, park amenities, etc. whatever it is the visitor can use directly should be given most focus on.

You've done that in that the layout is fantastic. Otherwise, you've also achieved a nice colour combination and aesthetic value. But other than that this didn't hold my attetion long enough.
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  • User is offline RRP
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2011-11-28 - 07:07 AM Post #10

View Postgeewhzz, on 28 November 2011 - 07:32 AM, said:

very very good. best thing seen by me in a long time.

Agreed,fantastic design with subtle details
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2011-11-28 - 08:17 AM Post #11
Perfect. Absolutely perfect. I'm with Gee and RRP on this. Any more detail and it wouldn't have been realistic, or it would've felt off. Xophe is one of the few parkmakers who knows when to stop when it comes to detailing and it makes his work all the more special. His work has more room to breathe, and this subtlety makes every intentional detail feel even more special. The foliage and landscaping were awe-inspiring, the coaster was amazing, the archy was beautiful... It was all perfect.


Frankly, I'd like to see all the naysayers do better... :p
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2011-11-28 - 08:27 AM Post #12
so boring, nothing much to see..fantastic theme,landscaping though.
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2011-11-28 - 08:35 AM Post #13
The landscaping made me give it 70%, cause i think landscape can in fact be a feature. The coaster, architecture etc. seemed to be just an extension of the landscape, so to speak. A good extension though.
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2011-11-28 - 08:59 AM Post #14
Love the first screen. The little midway right there is very well put together. Theme works very well. Congrats!
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2011-11-28 - 09:52 AM Post #15
This is fantastic! will write a review when i get the spare time! :mantis:
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  • User is offline Xtreme97
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2011-11-28 - 10:32 AM Post #16
Brilliant stuff! Realism at it's best!

The architecture was clean and simple, yet very nice. It didn't lack detail but didn't go overboard and is incredibly realistic.

The landscaping was beautiful, and some of the ideas used were fantastic. The foliage wasn't very appealing, though, as I found some of the tree types ugly, and the colours didn't work very well.

The coaster on the other hand was brilliant! Exceptional layout, perfect support-work and some lovely colour choices to blend into the surroundings. The golf course was a great addition, too, and the mine was a really nice idea!

All-in-all an excellent design and I can't wait for your next project! :D
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  • User is offline Comet
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2011-11-28 - 11:25 AM Post #17
Wow this was fucking awesome
Awesome layout, awesome, details, and perfect landscaping

The hiking trails are some of my favorite details I've seen in any park and I think you perfectly pulled off an Arizona/New Mexico style National Park look. The queue and architecture were also both executed well, although I would've liked to see a little more stone in the archy. Really my only real complaint would be the mini golf course, it was too short, the holes were too similar, and it really needed some shade being out there in the middle of a tiny desert

Congrats tho, my favorite design in awhile
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2011-11-28 - 01:11 PM Post #18
atmosphere was bland at times however the whole design had an awesome flow. very enjoyable and one of my more favorite releases lately
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2011-11-28 - 01:47 PM Post #19
This is really superb. Flawless and interesting coaster, good interactions, some great details, very believable atmosphere, flawless foliage (indeed) and incredible landscaping.

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LOOK AT THAT FOLIAGE. And those signs, and those steps. I can so easily image walking there. It feels so real...

The architecture was good but a little boring I admit. Also the midget golf looks a little weird there in the middle of nowhere. Also, the midget gold had no fences where I expected them. Lastly, it didn't have a fun atmosphere like Zippo's had, this was fun too but with a more serious tone. I desperately searched for the Zippo's atmosphere and in the end I found one single reference... Didn't really change my opinion of this but made me smile. :)

Overall great job, and it's really great to have something by you again. Congratulations and please don't let this be your last work. Anything else in the works? What about that castle you had?
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  • User is offline Xophe
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2011-11-28 - 03:40 PM Post #20
Yay it's out! Thanks for the responses. Glad most people seem to like it. I understand it's pretty barren but that was kinda the point, I didn't intend this to be a theme park, more of a small isolated attraction. But to be fair it was hard to know when to stop - I could have spent months more adding more details but I thought I'd just call it a day and let go of it. Got the inspiration for this back in 2009 when I had a trip to the southwest US and visited some of the amazing canyons around Arizona and Utah. I just thought some of the visitor centres could have been jazzed up by some Intamin goodness haha, so that's where the concept came from.

FYI, the architecture was inspired by the visitor centre at the south rim of the Grand Canyon:
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@Liampie: I don't have anything else in the works just now but I guess it's just a matter of time before inspiration kicks in. That castle thing sort of died, but maybe I'll resurrect it some day or maybe just release it as a micro. We'll see...
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2011-11-28 - 03:43 PM Post #21
Your castle sort of looks like The Alton Towers doesn't it? I can use it in my park if you let me. :)
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2011-11-28 - 04:26 PM Post #22
I thought it was brilliant. Having been to the Grand Canyon and much more recently the Canadian Rockies, I've developed a deep appreciation for the vast expanses of nature and this 100% catered to that. The sheer size of the map really worked well, even having all that flat space that was once carved out by a glacier was so much better than cutting off the map with black tiles. The foliage was great, really looked like the place was overgrown with its vegetation after the glacier receded the way that the pine trees are set farther away from the glacier's path. I thought the architecture was perfect; obviously it was heavily inspired but there's a lot to say for how well you executed it.

I thought the coaster was solid. The pacing kept up a little too much for it to be that long imo though. I think it would have been cool to make some Great Bear-esque supports for the final helix so that footings wouldn't have to exist over the red dirt land rock layer, implying that there is some sort of construction limitations in this National-Park-type-area. Either that or I would've just said "to hell with it" but as a double entendre; have the final helix of the coaster surprise riders by going all the way down to the canyon floor before heading back up to the station. Right now you have Hydra when I would prefer Hercules.

For the terraforming, the size of the map lets you get away without using quartertiles to refine the landscape. I still would've liked to have seen a mixture of quartertiles used with monorail track to create those rich colors that canyons are known for as well as give it a more organic look. Actually you know what, I still do want to see this done like that, it's great as it is now but if you still have inspiration to work on this (it seems like you've already "used" a lot of it up to begin with) I would love to see what modern RCT2 terraforming methods could make this into.

If I had to quantify my feelings on this, I would say 80%. Great job!
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2011-11-28 - 08:04 PM Post #23
Hey dude, major gratz on this sweet lookin' design that I, for one, really enjoyed, as well as reaching the front page of /r/skyrim. Both of these events are tough to achieve, and you seem to have done both simultaniously.. Assuming, of course, that you're a redditor named Xophe. If not.. well.. that's ironic.

Hope to see more front page hits on both websites! ;D
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2011-11-28 - 09:48 PM Post #24
Wasn't so much a fan of the roller coaster/amusement park parts. I adore the landscaping.
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2011-11-29 - 04:04 AM Post #25
Excellent landscaping, loved the station, but one of the least exciting layout's I've seen. It could've been so much better with what you had going.

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2011-11-29 - 02:30 PM Post #26
@Luketh, hahaha it's just a really weird coincidence - that wasn't me!

@Phatage, thanks for the detailed feedback! I actually tried experimenting with different landscaping methods to try to get the appearance of different coloured rock strata, but the colour palette in rct was just too vibrant and it ended up looking ridiculous with bright orange and pink layers. It would be amazing if someone made some new land blocks with different coloured edges that are more natural-coloured, or at least more subtle.

@Liampe, I'll send you the file across when I get a minute and you can have a look.
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2011-11-29 - 09:04 PM Post #27

View Postgeewhzz, on 27 November 2011 - 11:32 PM, said:

very very good. best thing seen by me in a long time.



View PostRRP, on 28 November 2011 - 05:07 AM, said:

Agreed,fantastic design with subtle details



I'm sorry I just don't understand. I mean it's nice...but best in a while? fantastic design? I guess we just have COMPLETELY different views.
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2011-11-30 - 11:25 AM Post #28
absolutely great, the landscaping and the coaster are superb and i love the minimalistic but totaly realistic theming! only after 2 min an error trapper comes up everytime i open it...
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2011-12-03 - 12:59 AM Post #29
DAMMIT ALL WHY IS MY OPTICAL DRIVE BUSTED!!!!

I need to get RCT2 reinstalled; as if that wasn't already true that landscape looks truly incredible. The little platforms along the trails, the colors, and the way the foliage is arranged reminds me more of Bryce Canyon than the Grand, but either way it's beautiful.

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2012-01-26 - 11:38 AM Post #30
Hey there! Been browsing some work over the last couple of days and thought it time to make a few comments. Xophe, I actually loved this. One of the things I've noticed in a lot of newer work is this feeling that parkmakers now feel the need to cover every last square of the map with something. I absolutely loved the way you executed this design by using space and landscaping rather than heaping on the architecture. It takes time to create a beautiful landscape and I think you really captured something here. As a whole park, of course it would have needed more, but it isn't a whole park, it's an attraction and as such, I think you executed the design beautifully. I truly wish a lot of the parks I've been looking at had taken a page from this and added a little more space, so that the beauty of the other work had room to shine a little brighter.
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