-
Milo Go to post #798684
The vintage cars with the raft canopy just look so natural but fresh at the same time. It's a strong use of go kart track as well, I have to agree that adding a half invisible single rail along the track would add a final little touch.
The clean architecture and foliage work well together, it's a very cute overall style. The strong use of vanilla pieces mixed with NCSO buildings pairs well and ties it all together.
My only gripes are that the carousel is fantastically placed but a little undersold with the little huts. It's tough with just a couple tiles there but I just feel like a little more can be done. I think the hard line between the crazy paving and the tarmac on the bottom right corner could be smoothed a bit, possibly by continuing the crazy paving the 2 tiles along the carousel sides.
-
Milo Go to post #798683
Shitabasaki....
I kid, I kid!
It's great to see you back, Poke! You and csw disappeared around the same time which was a real blow to the LL holdouts.
I'd forgotten you had flirted with the experimental single wide path style several years back. I think you have refined it a lot and are taking it to the next level. This is really nice stuff. The black path and yellow supports really works well as a combo along with the wood fence texture. It also gives you the option to add some intricate little support structures like where you paired them with lamp posts or next to windows.
If you have your heart set on hackless, I understand. But the foliage falls in between sparse and dense to me, in an unpleasant way. It could use just a couple more manicured moments and either trimming for more grass negative space or the addition of some quarter tile bushes under full tile trees to tighten up the clumps.
Overall this is really great and one of my most anticipated projects atm. It brings a real classy throwback with modern touches in a way only someone who loves LL like you can.
-
Milo Go to post #798547
Someone is playing mindgames...
This is really cool, lots of classy choices and it also looks hackless (minus the custom map)?
I'm not 100% on the rock under the path as I think it washes out the landscaping but I always love to see the grass, rocks + gray castle texture, and single tile path.
There are some really nice choices in here: like the bell pagoda roof being used with the red tile path, the mine ruins for a broken section of wall, the white full tile flowers, and the well crafted vanilla entrance gate with an entrance building in front of it. I like to see the urban window texture used where it gives that extra little bit of texture.
It feels like an LL interpretation of an ar2910 landscape. You're really stretching a classic vanilla scenario feel to its highest potential. It's probably very difficult but incorporating some scenario park boundary fence would add an extra little touch.
-
Milo Go to post #798046
Any time you release something there are always at least 50 techniques and creative object uses that I can reverse engineer and fantasize about ripping off.
It is cool to see pseudo-LL gaining some traction and I think there are plenty of opportunities to differentiate it from traditional LL due to built in hacking and game stability. This isn't the most refined version but there are a lot of cool ideas, including on a macro level with the 4 corners feeling almost self contained. The blue area is probably my favorite; from the steel plate and metal texturing, the good use of vanilla gears and my favorite thing on the map - the terraced S&S towers.
This had some cBass/Mala vanilla fantasy mixed with good old fashioned LL textures and it's a lot of fun to see. Inspiring as always and it's cool to see you continue to be bold and experimental.
Anyone having issues with LL textures, I'd recommend a Steam purchase. I was having issues with a CD install linking to ORCT2 but I also owned on Steam and it worked when I pivoted to that install.
-
Milo Go to post #797534
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.