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Jaguar
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  • The Egyptian theme doesn't seem to have been done nearly as often as it used to be, so this is refreshing to see. I do agree with some of the other comments that this is a good example of realism; and funnily enough, it's different from the other entries because of this. It's also nice that coaster is placed in such a way to serve as a centerpiece for this entry instead of it being an afterthought.

     

    One of my favorite qualities of this design would be all the peep scenes: the handyman shooing a snake, the peeps running from Ramses the astronaut, or the peep stepping in camel shit. There are so many small details and easter eggs here and there that really give this a quality of dynamism and add to the atmosphere an otherwise fairly sparse park. I mean... you have a peep milking a camel in the middle of a market.

     

    I think if there's one thing preventing this design from hitting the higher tiers, it's a lack of additional content. There's a motion simulator, canoes in the background, and the main coaster. It looks like a quarter of the map was cut-off and blacktiled; maybe filling that area with a supporting tracked ride that interacts with the coaster would have elevated this. I guess even with the high quality of this entry, I was left wanting more.

  • Wow, glad to see another entry that's out-there after a series of more conventional entries. It's nice to see the cel-shaded objects find more use after H2H, I hope to see them again. They definitely give this entry a unique aesthetic, almost reminds me of Adventure Time. Really though, the cake architecture, the 'foliage,' the pink icing terrain... this has a look and theme that rarely, if ever gets made, and while I'm not the biggest fan of "candy themes" it's a joy to see.

    Judging this based on the coaster itself, there are some neat interactions, I do like how the coaster travels over the go-karts track on that crystal arch; the corkscrew looks nice too.

     

    Compositionally and in terms of organization, it looks good as well: there's a coaster and density in the middle, empty negative space surrounding it, and ice cream mountains and foliage on the outskirts... it really cleans up what could otherwise be overwhelming scenery and color choices. I am also very, very thankful you didn't use the ingame candy style music for this.

     

    My only, minor critiques would be that the candy cane area looks a little rough and that there are very small errors here and there like exposed blue terrain, that wouldn't affect my scoring if I were to vote on it. Otherwise, thanks for submitting such a unique and fun entry.

  • 69? Nice. This is the closest thing to a 'pure' NCSO park this contest so far and it does not disappoint.

    One thing I always look for in these contests is ride interactions with the main design. The river rapids and its queue make for such a good interaction in this as they give the peeps a good view of the cobra roll. The coaster itself interacts very well with the castle wall, I love how the corkscrew travels over it and then it moves under the wall. The single-rail supports are also very nice here.

     

    The most impressive thing about this design for me is how well it appears to break away from the grid despite it being NCSO. The diagonal walls, paths, and especially the terraforming look very nice here. I love the island that is surrounded by the rapids. The foliage is also very well done... it's sparse where it needs to be and clumped together in all the best spots; I can tell that a lot of planning has gone into this park.

     

    Overall, this is some nice, pleasant NCSO that definitely shows a ton of skill behind it.

  • That logo's great lol... really though, reminds me of the 90s web design you'd see on sites like geocities. And it's fitting for this because, in Lurker fashion, we're seeing another entry of this contest continuing the trend of old-school parkmaking. 

     

    There's actually some really interesting composition here, like how at one angle, the Ferris wheel perfectly aligns with the coaster supports and a building by the twist fits almost perfectly under the chainlift. There's also some nice placement of paths and small buildings between the coaster. I also agree with MTC's assessment that this nails the look of a walled medieval city: despite the absence of diagonal or curved objects, it has a sprawling, circular look.

     

    I am a fan of the overall density of this, there's a lot to take in and so many little scenes, like the ostriches or the farmer tilling a field. This park is clearly in your classic style, but it's a step above in detailing.

    In summary this is a beautiful entry with an excellent color scheme that blends LL, NCSO, and modern building trends. It's also very relaxing to view.

  • It's funny that your last design was 14 years ago... this submission is definitely emblematic of the past but with some modern scenery choices.

     

    Compositionally, this is great. I love how there are messy, detailed areas like the haunted house and spider's nest, as well as extremely clean areas like the open grass fields. The placement of the foliage and rockwork is perfect.

     

    If I had to nitpick... I wasn't a fan of the zig-zag fences, I know this is going for a classic look but diagonals would've looked a lot better. The wind-swaying foliage was also a good fit for the theme but seeing moving plants next to static plants looked a little jarring.

     

    As for the coaster itself, it has some amazing interactions with the queue line and the dodgems. I also might be in the minority here but I much prefer those old-school, capped pipe supports over the much thinner newer ones. They look very nice here.

     

    Overall, this is a great entry, the architecture and object choices are all very nice, this has a perfect blend of detail and negative space, and I love the pastel color scheme. This is the quintessential "classic" design.

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