Park / Endareau
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12-June 07
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12-June 07
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Others entries were awesome too, Pee's one is definatly the best here.
again, these are all based on the screens, i'll post again with opinions after i look at these in game.
also i stated my opinions were from the screens. but i doubt viewing it in game will change my mind on the matter.
Edited by deanosrs, 14 June 2007 - 04:57 AM.
But what the hell do you mean with juvenile
Oh, and I also didn't thought deanosrs entry was unfinished...
And don't try to tell me B&M doesn't build that element.
The element built by Peeee is an Immelmann though. Looks almost like the Sheikra one.
I am with Peeee on that one though. It looks much better in rct like this. When you have the barrel roll to the other direction it is more realistic, but the flow is much better this way.
If you do not go for something that is meant to be totally realistic I don't see what is wrong with it twisting that way.
also, peeee, look at your foliage. it shows no sophistication or care where or what you placed the plants. it's a random assortment of how the fuck ever many bushes you have there strewn about just about every where it could go, aside some patches of grass and the rocks. by juvenile, i meant newb.
Honestly, I also think that making barrel rolls face the "right way" in straight-ahead immelmans and dive loops - to the right if the bottom of the loop is one tile to the left, and vice versa - isn't that big of a deal either. Making it face the "wrong way" always looks way better in game. If anyone here surfed coastergames.net back in the day, Nitro2001 did a "wrong way" dive loop in NoLimits one time that honestly looked a lot cooler than an ordinary dive loop. Just think of it as like a fusion of a dive loop with one of Schwarzkopf's so-steep-they're almost-vertical curving first drops.
Not to complain or anything, but to put this argument in a general sense, the reason why NE coaster building standards have stagnated for the last 5 years is because "as realistic as possible" has become the gold medal, even when surrounded by fantasy theming with continually evolving standards. Always trying for realism prevents innovation and exploration instead of encouraging it. We can be a bit more creative with our coasters too, can't we?
And, I just noticed your sig. Hate it.
edited out.
Edited by Panic, 14 June 2007 - 01:33 PM.
PS: I couldn't find a real-life example of what you're talking about here. I thought it might exist too, but I still think "because it looks better" is a poor argument, either way.
Edited by gir, 14 June 2007 - 01:36 PM.
I would wager that when you leave behind the shackles of "this needs to look as Dragon-Khan-esque or Medusa-esque as possible" and start doing shit like FN and Unexplainable and Magnus' PT2 swan ride and, I dunno, creating a family adventure ride themed to "Over the River and Through the Woods" or something like that, it's not only more creative in overall concept. From my experience, you enjoy doing it about 20 times more. Maybe that's just me.
After I thought about it for a while, yeah, it's just you. And it's also just me. And it's just everyone else, too, because what it comes down to is personal preference.
I won't ever like fantasy more than realism, because for me, nothing gets me more excited about RCT than imagining how great something would be like in real life. Fantasy doesn't do it for me, but that doesn't mean I don't think fantasy can be great. But when all that is stripped, what is it? Aesthetics? "but i think it looks better when the train goes trough it..."? Well that's shit, but just keep building fantasy, and keep building realism. Whatever the hell it is, someone will probably like it. Don't build something because it looks good though.
Edited by gir, 14 June 2007 - 02:06 PM.
James - rctnw