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Turtle Go to post #797497
i found this map really interesting, probably moreso than the score i gave it conveys. overall i just couldn't really get into the theme, and that stopped me enjoying the map as a whole. but there are a lot of little pockets of fantastic ideas, and the ride itself is pretty fun to follow.
fave parts were:
- mutated turtle
- conveyor belt
- launch of the coaster
- human experiments (invisible space rings)
this kind of "dirty tech/sewage" theme is almost impossible to make look good, genuinely can't think of an example where i've loved it. Meccha is probably the only thing that comes close but even that isn't a 1:1 theme so it's not a totally fair comparison. but what i will say is that if you can find a way to present these wild and interesting ideas in a more user-friendly way, you'll be laughing all the way to the bank. reminds me of levis/kumba in a way, where the ideas are just a step above everyone else. obviously this is an older park, you've already made big improvements in this regard.
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Turtle Go to post #797496
the ride looks amazing, the support structure is fantastic. i very much like the waterfall and also the retaining walls for the rockface, but the landscaping and foliage is just ever so slightly off, for me. a little too angular/manmade looking, and it's almost like there's clumps of color throughout the screenshot that need to blend a little more. i like the. yellow pops of flowers, maybe some more color in the foliage would help too?
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Turtle Go to post #797429
just brilliant. i have a massive appreciation for people like yourself (there aren't many like you) that just think about the game in a different way. it's one thing using the game to represent something out of the ordinary, but when you fundamentally change how someone interacts with the game itself, that's a special thing.
i found this pretty intuitive to view/play, the names of rides coming up on hover means that this functions like an old school point and click mystery, almost. something that all of us would understand. the story was interesting, with some seriously clever use of scenery/rides to show different things. my only criticism is that i wish it was longer.
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Turtle Go to post #797409
very much enjoyed this, what a great map. definitely a deserved design (guessing of course but should safely get there) and as some have said, a solid step up from your last park, which i already very much enjoyed.
it's pretty obvious when someone has a super solid grasp of the fundamentals that make a good looking map - the colors, the landscaping, foliage, architecture etc. oftentimes you can have these and get away with not having super strong ride design (i should know). this is not one of those times though, this ride is really strong. i would have loved to have seen one or two more areas of path interaction, the best bit was the cobra-roll-y bit (don't shoot me, coaster enthusiasts, i only learned the name of like 3 inversions). having that up against the path and right in front of the ride entrance plaza creates a super strong little section.
there are some other areas of the ride that, because of the pathing layout, feel a little isolated. the last corkscrew part, and the turnaround after the top hat (coaster enthusiasts, please refer to my message above). some planning earlier in the build to lay things out in a way that highlights more than one of two ride sections would maybe make the whole thing more special.
i'm nitpicking here, because this is great work. there's nothing to critique in terms of architecture (outstanding), foliage (perfect), support work (often overlooked but looks great). brilliant stuff. the little area with the yellow umbrellas, lights, and food cart next to the stage is really special.
loved it, i want more fredd stuff.
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Turtle Go to post #797395
overall i liked this although there's a few things i'd have maybe done differently. the rides themselves are kinda what i'm weighing the most heavily as a design submission and i didn't love them.. they felt meandering without really having a key iconic moment. lots of little moments but overall didn't hold my attention too long.
i think part of this is the theme, where they're sunk pretty heavily into the surroundings, and the surroundings are repetitive and tough to really take in. very samey with the color and object usage meant that in practice nothing really stands out (apart from the central pyramid and the top of the lift hill, which both had room to breathe). i'm aware that this is probably the idea - city of gold kinda thing, but that's tough to make look good when the whole map is 70-80% that color.
some interesting object usage that i enjoyed and lots of content to look at. overall though i'd have appreciated more of a background color with landscaping/foliage/water and a little less of the bright gold everywhere to really highlight those parts.