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deanosrs
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  • I just wanted to offer some encouragement here too that the colors and overall macro is looking really nice. Keep going, just try to break out of the grid-restrictions of RCT as you can a little. Babar Tapie is the master of this, check out some of his work! Also the village in https://www.nedesign...ello-altovento/ castello altovento by Mr Brightside is kinda similar to your buildings in terms of vibes and is a really good example of what J K is talking about. It's more detailed than you need to go to for sure but just a good example!

  • BM, congratulations on a fantastic achievement with this park. It's amazing, so much here to see.

     

    Mainly, I wanted to post a review saying what I loved about the park because that's overwhelmingly how I feel about it.

     

    Starting with stonehenge itself - one of the joys of exploring your stuff is figuring out how the hell you do it. So much tile inspector, invisible color, sunken object stuff, but truthfully, for me, the answer most of the time is I have no bloody clue.

    moving over to antwerp, this is for me 90-95%/yes level stuff. half diagonal non-CSO buildings, insane level of details all the way down to peeps on the roofs, the damn roofs themselves, the fantasy elements layered over the city... this blew me away. This is genuinely one of my favourite areas of any park I think ever. Maybe the single best non-CSO part of any park I've ever seen. Your larger signs on the buldings are another high point for me. The crunch on the roads, the ribbons of coaster track flying around, it's just nothing short of gorgeous.

    Moving round to Africa, this does feel like a step down to me. It's a more subtle theme where as the viewer I feel less overwhelmed by detail. I feel mainly like the colors in this area look flushed. Especially on the station and temple structures. There's good texture variation, but it needs a secondary color in there IMO just to bring out some more detail. The layout on the coaster is great to me and it integrates well with the splash boats. Some of the huts are super neat joining together as they do.

     

    The castle: on its own, if Uriel is submitted as a design to me, this is really high quality stuff. The paintings round the back - ridiculous. The scale of it does seem to be incompatible with the church in antwerp, but it's fantasy so I'm happy to let that slide. I love these mega structures in RCT and this is one of the best I've seen. The village next to it is composed so carefully, and has a perfect dose of chill.

     

    The japan area feels a touch empty to me, but what is there is great. I wish there was a little more linking Sugi in to the rest of the area for me, but the ice effect under this area is awesome. The little islands around each area of course are amazing and maybe peak for Japan - so cool.

     

    Journey for mekkit is my second favorite area of the park. It has enough similarities on the high street to the antwerp area to remind you its clearly the same cohesive park. those details on the buildings again blow me away and I'm a sucker for fall colors, and a sucker for an RMC in fall foliage all the more. I'm not a fan of the rocks here; I just can't get it out my head that this rock style looks like cellulite! Maybe it's a me thing. It's skillfully down and that little trusset green bridge is a real show stealer - love it.

     

    Overall, I'm blown away. I don't know how you did half of this. Super impressed, and I coudn't not vote yes. 

    Congratulations again on this amazing release and of course SPOTLIGHT #101!

  • this park tests the line between uber-detailed craziness and unreadable and wins. Just! Classic Jaguar. Chaos just about brought under control. The map mirrors that with the off-park areas versus the island with the rides too. Keep doing you!

  • - immediately I opened this and I knew I'd be a high vote. I just love the feel and atmosphere of it. The only way it's possible to get that kind of feel in a park is when its builder has a really clear vision and sticks to it. 
    - the macro is top tier. From the position of the hotel, to the coasters wrapping the park in place, and the pier. It's great
    - maybe there's a few too many trees on the map? On land that's a little too jagged and textured maybe? The hill over looking the park feels smash-filled. Just a few little extras to justify so much non-park land being there, like picnic spots, an observatory at the top, just something to justify it being there

    - love seeing these new go kart pieces, they look amazing here on the diagonals
    - really nicely detailed carousel, general use of trackitecture is actually really nice, and I usually hate it.

    - some ugly moments. The fire volcano pit with red sides isn't really seamless.

     

    really enjoyed this, a park with a real identity.

  • - love the last two elements on the joust, feel like this kind of trains crashing into each other feeling could have been the early feature of the ride too!

    - love the sawmill falls drop and its setting, emerging out from the coaster and rocks into a nice open lake
    - spaceport 3024 - feels like this area for the boldness of its colors and objects needed more space to flesh it out in more detail. the drop machine feels cramped and the volcano blocks the view of the drop for close guests

    - lumberjack - there's a woodie! highlight of the park for me, great ride.

     

    really good comeback, all very technically sound!

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