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Milo
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  • This is a great idea and I can think of nobody better suited to tackle it.  Was the file uploaded supposed to be the blank bench?  I was under the impression it was supposed to be the progress in the video.

     

    I agree with what posix said about video timestamps,  as they would help it feel more evergreen and easily referenced.

     

    My only thoughts are maybe a few more moments of instruction on how to use things like the hotkeys,  CTRL/SHIFT/Z in particular,  the picker tool,  scenery clearing,  landscaping vs painting brush.  The path window and selecting different support types is a little nuanced too.  I think for broad project management and keeping momentum you really nailed it.

     

    Looking forward to the future episodes and especially ride design insights.  Cowboy mining seemed to be what you had some ideas for and I'm interested in what you would do for the architecture in a spooky area.

  • This is an interesting throwback style that falls into the niche of feeling like a PT prelim or QFTB entry.  I think you were only a couple flat rides away from breaking into that 65-70 range,  which is impressive in its own right.  I really enjoy the landblock station and the sandcastle vibes;  I'd love to see that explored further.  The subtle use of cannons is great,  just maybe an unfortunate point of comparison to The Cartographer. The white canvas really pops and was something I enjoyed doing in my own entry.  Classic Toon wood poles do a lot of heavy lifting in this.  The more detailed section of dock supports near the station as well as the broken boat are cool and would have been good to see expanded on elsewhere on the map.
     
    The foliage mix is really nice and true to the overall style.  I just don't like that plastic looking palm,  but it is about the most effective use of it that I have seen.  The landscaping to create the isolated island and the water void is great.  There is a really nice mixing of old school path types and landscape textures.  It isn't too bland,  or too crunchy and out of place, but a great blending of old and new.
     
    The vanilla stalls work well in this context and I would have liked to see a little more of that.  Perhaps even some humorous additions like the palm tree restroom or something like that.
     
    Overall I don't think there was ever a question of your grasp of fundamentals but this is just a further confirmation.  It's a lean and mean entry that would easily jump up a couple of spots with a couple more hours of investment.
  • You had a good start on a fun and unique art style here.  The block landscaping and foliage works well,  I think committing to it further and getting rid of as much of the normal land texture as possible would have solidified the look.  Having done some quarter block landscaping now,  I understand that is a bit of a labor intensive request.  Perhaps pushing the coaster down into some block trenches or adding a different dirt or rock texture to help break things up and give the opportunity for a little more landscape interaction with the ride.
     
    I think the sculptures that are there work well and help establish the narrative.  I would have tried to incorporate the signs into the custom supports somehow,  which were especially neat around the lift hill.  The narrative presented in the readme is compelling but perhaps you were a little too heavy handed with pulling the teeth out of it in execution.  The glass box is a little rushed,  and you've got things like the one-off lamp under the final brakes.  The station is very neat with that roof and tiered class entrance but it just felt like it needed another pass of detail and cleaning up.  A row of several tidy homes with a restaurant might have helped flesh out the outer areas.  Perhaps something more industrial and nefarious from the shell corp could have been included,  along with some peep/staff scenes for more storytelling context and life.
     
    The ride huts, tarmac, and blue queues let this down a bit.  It just screams "Forest Frontiers" to me,  which is so out of line from the rest of the map.  Even the vanilla tarmac road would have added some town charm that would have fit with the blocky landscaping and style.
     
    Overall I think you took a step forward here and just need "more".  More "follow-through",  more time on your object selection,  more narrative context,  more time in the oven.  It is not hard to imagine a slightly more polished and detailed version of this would be in the same ballpark as Sugar Rush with its unique and stylized look.
  • Nice idea. I’m down.
  • Saving from discord,

     

    Thanks @Liampie and @CC9 for all of your hard work.  It has been quite the journey,  especially for Liam.  Lots of ups and downs in the last 12? years,  and you've gone above and beyond for the community in that time,  steering through some turbulent waters as RCT as a viable hobby seemed to be fading...  all while achieving within the game at the highest levels.  Thanks to you two for your service and a special thanks to all the current and past admins for your leadership and sacrifice.

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