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deanosrs
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  • Fred, this is delicious. 

     

    + Track recoloring on the inversion

    + Architecture all round super on theme

    + paths amazing; sure belle isle inspired but I have no issue with that

    + love the curvy queues

    + strong foliage game

    + dry creek bed

    + train bridge over it

     

    - the areas of empty grass felt a little bare, just some weeds in there maybe or something to smooth out the flowers between the corkscrews

    - for the theme, it felt like the buildings were missing a "main street" vibe; nitpick I know! 

  • For me there's a lot of skill here but the overall composition lets it down - everything is a flood of yellow. I found it tricksy to figure out what was going on and where all the rides were under all the scenery.

     

    I think you guys have the skills down to score high, just some more planning at the start to design what the overall macro of the park will be like would be super helpful.

  • This is a wonderful park. To me, it deserved the 80%+ level. I was definitely split between 80-85 rather than 75-80.

     

    This is a park that was built at the pace and style you like to build at, clearly, Faas - and I think that's always something to be celebrated.

     

    It's like that advice to authors - write what you want to read, not what you think your audience might want.

     

    What that results in is a map that is clearly just really well loved.

     

    While I agree with some of the minor critiques - weird map shape (really though, does this matter that much?), some areas a little underworked, and let me just add a few too many different pathing options, putting that aside there's so much to like.

     

    I am a big RCT hotel fan and there's a great one here. All the accomodation adds lovely context to the park without being detached from it which is the risk of going into the office building/fast food type of surroundings. What is there adds context but doesn't distract or detract all the way down to the insta-brides and their spouses on ladders, which is a great touch by the way.

     

    I love the big bold windmills by the entrance, and I love how instantly dutch the whole thing is. Not just the flags, but the architecture and mood screams Netherlands.

     

    The boat, raised bridge, old town walls, it all screams exactly what it is. The way rad van beroerten is nestled inside the turnaround of iconoclast is a lovely alton towers-esque moment. That coaster by the way is my favourite in the park, its interaction with the wooden duelers is fun and the end of the ride is so well integrated with the park.

     

    Great stuff here, I wish we would see more parks like this!

  • This is a really clean and relatively simple build that in my eyes deserves the design win.

     

    It's nice to see a new coaster in place of the NEDC layout for some variety. I think I prefer the NEDC layout, but it's nice that you were able to put your own spin on it.

     

    I struggled a little bit to explain the purpose of the central building. There seems to be some guests just staring at a solar panel. I probably missed something here but it just felt a little bare and lacking in purpose for the center of the map.

     

    I admire you for just sticking to what you want to build and a build process that is enjoyable to you. Obviously that comes at a cost of perhaps a lower score from the panel than if you set that as a primary goal, but I think this is a solid way to play the game and a preference. Where those goals don't 100% align, I always support going for enjoyment over score.

     

    I hope this wins design v1, thanks for sharing it with us.

  • I owe this park a review and I'm glad to finally get to it today! I'm sorry, guys, that it took so long - it deserved more sooner!

     

    One thing I'll say first and foremost though: this is a wonderful park that sets new standards in many ways and deserves so much praise, and I have really enjoyed exploring it, many times since it was released. I want to keep the focus here on that for sure.

     

    My favorite part of the park is the french quarter. The detailing here would be impressive in CSO, so to see this pulled off on this workbench is mindblowing. There's a couple places where the area is a little cramped and an extra tile of path spacing would help see all these wonderful details a little better, but then we'd also lose the atmosphere of the narrow streets so I guess it's a balance. The rafts as awnings are amazing, of course.

     

    The path connecting through to the medieval section is another epic moment. Lancelot feels quite short to me, especially off the second drop. This area has some great moments, the station for Basilisk and the ride itself are top tier. There are some objects that to me fly a little too close to ugly - the walls themselves aren't the prettiest and the roofs behind Trebuchet. I totally appreciate the bench itself limits options, and this is part of parkmaking; conversely I am more impressed given the detail acheived in the french quarter because of the bench, but here to me it serves more as a limitation than something that was wonderfully worked around.

     

    The area around Leviathan feels a little less "defined" in terms of theme and boundaries than the other two; and that's fine, somehow that's just how parks go. There is also a fair chunk of relatively unthemed landscaping between here and the rapids. Also fine, parks have that! Just on a small map, space can be valuable in trying to get in enough detail for what some panelists might want to see for that "yes" vote. The coaster itself and the height it keeps throughout make it really nicely prominent over the map. It again is quite short for a double lift hill track; the first turnaround could use one prominent angle that it looks amazing from (usually how these turn out in game!) The support game here is ridiculously strong for the format of the park, it would look great in any park and especially impressive here.

     

    Over to the rapids, the meteor crater to me is not a looker. I get it; options are limited. I think plain rock tiles would look much better, the crater can look weirdly like stretched out skin and not at all like rocks or landscaping. There's a lot of bravery in this park in trying new things and when it hits it hits big, but the rock work was a miss for me.

     

    The rapids station was a big hit to my eyes, love how it's sunk down below the paths with the high canvas roofs suspended above.

     

    Avalance is my favorite ride in the park. Just a great layout that I could only ever dream of putting together! Flows really well and would be so exciting to watch from so many different vantage points around the park.

     

    Grizzly Peak is a solid area in the park. Every park needs a coaster that knows it isn't going to draw the biggest crowds but happily gets on with looking great and entertaining guests who go its way, and Sasquatch does that here. The area doesn't smack like the french quarter does, but what's here is great.

     

    The park isn't the largest by historic spotlight criteria, and does contain a not-small lake and some other areas without tons of content. These things I have tried my best to sincerely balance when deciding on scores and votes. It was close to me, but ultimately I felt that a "no" vote on spotlight with what I see as a high score of 85 - the same score I gave to the top two NEDC entries - is reflective of how I feel about it. Which is mostly that I love it! Just that it needed a little more in terms of content to make it over where I see that line, with a couple of places where I felt like object usage was understandably forced into less-attractive objects

     

    There's so much here though that made me really dig around to figure out how you guys did it and each time I did that, I was always left super impressed by not only your innovation but your patience to pull these tricks off so consistently over the whole map - it must have taken nearly as long as a CSO build to do that!

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