-
posix Go to post #797500
Very impressive ride design with both adventure ride and actual coaster. Good commitment to the theme and all the effects.
The macro held it back for me: Many parts felt too tight, or too unwieldy, like the super large landscaping or parts that had no sightlines to access them from the main camera. I used ultrazoom and kept locating the car as it travelled to not miss things, but I really wish this would be made easier for the viewer.
Stylistically it was interesting, but didn't quite come together for me. It was a all a bit too mixed and lacked cohesion. I understand that wasn't the main goal for this map though.
-
posix Go to post #797495
Very nice. I'll never _really_ like those rock objects, but what you've done here is great.
-
posix Go to post #797485
Ge-Ride has asked us to include an updated version to the park in the download, which has now been added.
-
posix Go to post #797465
If I can just drop a non-deep response: I've seen showcase parkmaking for 20+ years, and I've tried to push for the things I believe in it too for 3-5 of the earlier of those years. It teaches you a lot about what to most is a grind of trying to finish, how you sometimes play that sucessfully, have pockets of improvement, or sometimes suffer through it and just hate your work. It's then a question of how you deal with that, how you cover it up, how much you're willing and able to delete and redo stuff, how much that kills your project off entirely making everything else go to waste along with it, etc etc. But I digress...
It also teaches you about the many difficulties of theming, the micro difficulties of how to place objects to make something look nice, and again the process of not feeling like you succeed sometimes, especially in the beginning. I can see all of these things in the works people send to the site. And I can see how much they tried to overcome them or not, how much effort was invested. Effort doesn't necessarily translate into good RCT per se, but it typically does. So that's the first thing I see within 3-5 seconds of opening a map. Literally. Where is that player on their trajectory, what kind of trajectory are they even aspiring for, how much have they taken to what NE has been developing in showcase parkmaking over its many years, where typically the more recent styles will be the most influential ones. Or, are they on a level completely on their own, do their own super unique thing. And if so, is it effective?
Effectivity then I mostly measure by how beautiful something is to my eye, again where I draw on many many years of experience of seeing RCT parks, and having known thousands of emotional reactions to RCT work, because I've experienced them. At this point, I literally feel like I have an ability for taking in RCT extremely quickly, because it's so common nature to me. And it's also why I sometimes now struggle to find many words about it to leave as comments, because there's rarely a more fundamentally new feeling anymore. But I definitely try in the discord announcements.
TLDR: Assessing RCT quality for me is an automatism that's grown over 20+ years that I don't consciously analyse anymore, that comes naturally, and that will mostly rely on how aesthetically pleasing and powerful something is. I am a panelist leaning towards romanticised parkmaking that borrows realism as a vehicle for atmospherically beautiful creations in RCT.
-
posix Go to post #797451
Why would I care about external communities' contest regulations or limitations? If you're submitting the park here, we will look at it with fresh eyes. Nothing stopped you from working on the map further to undo any limitations before submitting here.