Park / Six Flags Carolina

52 Comments

  • postit%s's Photo
    I finally got a chance to look at this. Another wonderful, realistic park for you.

    I can appreciate all the neatness of the hacking and overall effort made on pulling off. This style has launched quite a trend in the community and you can definitely be proud of that.

    I think overall the park felt a little hollow, but that is largely because it is a Six Flags park. I didn't actually like some of the coasters. I did really like the Penguin sculpture on the rapids ride and that whole part was pulled off very nicely. You've always been great at waterparks and I thought you did a nice job on the funnel-type ride thing. That was pretty cool. The architecture was suitable and effective. I particularly think that the restaurant in Bugs Bunny land is one of the best buildings I've ever seen. I love it. The go-karts were also impressive. Incredible effort all around - I just think that as a peep it doesn't grab me the way some other parks have. Congratulations again.
  • Insanity%s's Photo
    Oh my F***ing gosh, I don't even know what to say... Normally I wouldn't like to make posts without any information about the park but there are so many things that are plain outstanding that I don't even know what to start on. And it's peepable.

    Guys I'm sorry about my stupid post a few months ago I know that nobody cares about that anymore, but with this masterpiece finally being released and my wishes and dreams coming true, I just have to say sorry once more.
  • CedarPoint6%s's Photo
    Wow guys-- thanks so much for the responses!
    I'm really glad to get this park out there. I had a fantastic time building it and I do hope everyone has enjoyed it to some extent. I may try and do a new for 2011 update at some point-- I'd love to keep this park going.. including have something large cross the roadway...

    So let me get to some of these responses:

    Austin:
    Wow, impressive review. Thanks for that. I guess I'll try and hit some of the main comments here. For themes, I was trying to show that the most developed themes were in the older portion on the entrance side of the road. Since the park has had the most time to slowly develop an identity here, it's supposed to look the most mature. Of course, Six Flags came in and started to drop rides where they pleased, such as Ghost Blasters over in the western section. As rides went up, some buildings went down and therefore you have a little more of a disconnect in theme as time went on. As for a unique older coaster-- I chose to go this way since it was a small park starting out, so I wanted to build what they could afford. After that when Six Flags took over, it seemed to be in their cloned years, so I started dropping those coasters in there. Bizarro was to be their big unique one, even though SFKK's would be similar. It makes sense, but I do agree with you in that it would be fun to have another big custom coaster, which is why I'm thinking about doing that 2011 attraction...
    Thanks for the review, I'm glad you caught a lot of those little details.

    Robbie:
    Thank you for all the kind words and for the review-- it means a lot. I'm glad you enjoy it so much. Hopefully my future releases will surpass it.

    RCTNW:
    I hope I can be an inspiration to builders as really that'd be just giving back since I do that so much with other builders. I hope I can continue to push the standard for realism.

    djbrcace1234:
    Haha, the working wavepool was a bit of a later addition, but I thought it would be good to add in there-- although on a track only because apparently the peeps can't swim out of the station without getting stuck. >< Sigh. But I'm glad you enjoyed the waterpark. It was a PAIN to get everything going, but I think it's very worth it in the end.

    Coupon, Harkonnen, RCTMASTA, postit, Fizzix, Dotrobot, inVersed, rK_, Utktrumpet22, disneylandian192, Brent, Insanity:
    Thanks!

    Cocoa:
    Glad you liked it. This will be the last time I'm doing full interiors, though, because of the object limit. I want to trade it for a larger and more detailed outside park. I'll still do the important buildings, but it's unfortunate now that the object limit has become an issue.

    JK:
    Thank you for your input while building the park-- I very much appreciate the comments. It certainly helped out!

    deanosrs:
    Those are some of my favorite details that you picked out. About 15 hours into it, I was kind of ready to give up on the go-karts, but I think they came out to be very worthwhile in the end.

    prodigy:
    I really appreciate your input, and I love to hear your thoughts. Looking forward to seeing your park too.

    Roomie:
    I can definitely understand the opinion! Realism isn't for everyone, especially the simplified, lack of theming version. For me, the creativity comes from trying to represent every aspect of a real park in RCT so it looks good, is functional where possible, and really feels like a real place. The large scale coaster was omitted in the end because I wanted to keep the medium sized regional feel. It was already pushing that with Terminator, I think. But like I said in the opening of this post... I'd like to do some sort of large and small addition over the next few months.

    Levis:
    Yeah-- it took me a lot longer to get it going, but I finally did get it to go for the most part, although it still strangely crashes sometimes.

    posix:
    I strive to know as much as I can about parks, so I think that really helps. Especially working for one. I can understand your critique about atmosphere-- it's something I'm trying to correct in my future parks-- bringing as much life into it as possible. Like you said, it's better here than in WW, so hopefully I'm improving. Thanks for the thoughts. And yes, I'd certainly like to see some of the other critiques!

    JJ:
    See Roomie's response!

    RamSam12:
    I'm glad you liked the park. I like the thought about the go-kart removal, since something would have to go to fit new stuff in there. The drop tower was just something I didn't want to trade reliability for, but didn't want to give away the year since mid 90s was important to me. That tower defined the entrance area as a whole. But thank you for your comments on everything. Glad you like how it came out.

    RMM:
    Yeah, it was unfortunate. I figured I'd had it fixed after a long time with no incidents.

    Fizzix,
    Thank you-- the pacing issues I'm aware of-- Terminator is a bit slow coming into the brakes and the dive loop on Bizarro is a *little* slow, although I thought Chang's had a good bit of hangtime. But regardless, I'm pretty happy with the layouts. Hopefully SeaWorld will be underway soon-- thanks for the thoughts!

    Vert:
    I'd be curious to hear an elaboration on this if it's anything different from just the normal realistic vs semi and fantasy. Helpful criticism is always good to have! I'm glad it's a pleasant surprise, though.

    Goliath123:
    Wow, very thorough review. I appreciate that a lot. To your comments near the end, the peeps being hungry and thirsty-- I used invisible stalls in front of a lot of the food and bathroom areas because i didn't want to demolish and rebuild stuff on the inside or have a bunch of tiny paths going in. So as such, there aren't many shops. Peeps were never my main focus, the park is a little disjointed from that, especially because hte real entrance is over by the greenhouses, which makes for a realm of peep jam fun.. There's actually 3 park exits for peeps.. and 4 ways into the waterpark. But that's a headache I dealt with as best I could before releasing it. I'm glad to hear you like it so much. Thank you for the review.

    tdub96:
    Glad to hear it's your favorite as well-- I'm surprised by so much positive! It's funny with all the Chang comparisons because I know that it's very similar. I actually went about trying to make an inspired layout, which ended up being almost a clone. I had built it without looking back to pictures and it turned out to be the same when I went back and looked. So I figured that wasn't a bad thing and went ahead with it!

    Wanted:
    Yeah, the lineup is going to be on any world class lists, but I'm actually pleased about that. I achieved what I built this to look like.

    Phatage:
    I appreciate hearing your comments as I know you understand the real industry. I'll try and address some of the things in order they're brought up. The log flume was a little tight, you're right. I tried a bunch of different layouts and in the end I went for a little more of the compact version even though it still takes up one of the biggest spaces on that side of the road. Bizarro's dive loop pacing is a bit of a frustration like you said, but I've come to terms with it. The yellow footers are actually where there is a cart or vehicular path nearby.. to signify caution. I've seen them at a lot of parks although most notably off the top of my head Goliath @ SFOG and Sheikra. The foliage got a little weak when I ran out of objects, but I think I stayed *relatively* consistent with that. Architecture is for sure different. There's a few buildings I was planning to redo, but the limit put a stop to that. Your main paragraph brings up an interesting thought as I was building the park. It comes out strikingly similar to SFKK in rides and layout, although it's certainly not meant to be simply lifted. I liked the concept of a growing fairground bought and fenced and turned into a year round park. The waterpark being bought and then surrounded/incorporated into the main park was also interesting to me, so that's what this grew out of. It is a little suspect I'm sure-- but it's something I was ok with while building. I didn't want it too inspired, but I wanted it to be terribly obvious where a lot of the ideas came from. Thank you so much for the comments they're usually some of the most thought provoking and interesting that I get. So it's very appreciated.

    Comet:
    I'd love to try out one of those landscapes. My Busch Gardens park will likely do a lot of that to make up for SeaWorld, which will be essentially flat. So hopefully that will take an interesting look at some terrain integration of stuff!

    Thatguy:
    To a SFKK recreation essentially, it would be. That was pulled from SFA. I think that's what they were saying.

    postit:
    The Bugs Bunny restaurant is by far my favorite building too, so I'm glad you like it. And like I've said, the style and especially the park and size I went for isn't a wowing thing for everyone, but that's ok. Maybe next time!


    -------------


    Wow, well that took forever. Thank you so much for all the responses, everybody. I'm really glad to hear them all, praise and critique alike. If there's anymore thoughts, comments, or questions, please don't hesitate to post. Hopefully you'll be seeing work from me soon in the future. For now, I'm doing quite a few coaster layouts and just kind of messing around and toying with ideas. Hopefully they'll turn into something cool soon. Thanks!
  • tdub96%s's Photo
    Wow, good to hear that your hoping to do something along the lines of a SFC 2011. That would be so cool to do something like sfgadv's Enchanted Elements and update the park every year with new atrractions and improvements.

    Good luck with your future projects, I cant wait to see what youre up to next as you are definetly a legend of rct, and the best realistic parkmaker ever.

    -Taylor
  • zburns999%s's Photo
    I know this is kind of random/off topic, but for both this and Kumba's Kumba rec I was able to predict the exact release date (to myself)...All work and no play makes Jack a dull boy? Perhaps.

    Anyway, I'm a bit late on this, but I thought it was awesome. I still prefer SFWoE, but this was a shitload of fun to look through. I know people could spend all day drawing the SFKK comparisons, but I still thought this was fantastically unique in the sense that nobody has ever gone out of his or her way to make a park intentionally ordinary. So, hats off to you. My only complaint, I suppose, would be that the overall scale seemed off. I mean, scarcely a coaster was over 80 RCT feet tall. Mind Eraser in rl would be nearly 100, and I would imagine the summers/dinn would be around the same height? Maybe even taller? Oh well, really not a big deal. Overall, I've spent more time than I'd like to admit browsing around this park. Well done man. This is one for the ages.
  • CedarPoint6%s's Photo
    The scale issue is an interesting one because I think it's two different schools of thought in relation to that. I don't follow RCT heights at all when I design-- I design in relation to one another. The SLC was totally maxed out in height as far as I'm concerned because anything larger and the footprint expands because you need to go higher on the inversions or the speed is all off and that sort of thing. And once one coaster is established, everything can go off of that-- the mouse is smaller and tighter, the wooden coaster is of similar height, the boomerang is around the same maximum point and Bizarro is on the far upper end to fit the large inversions but doesn't blow the scale of the whole park in case a hyper might ever pay SFC a visit. That's how I determine scale for my rides. Start with one and go from there.

    I'm glad you enjoyed the park!
  • Phatage%s's Photo
    I actually know exactly how you feel about building something only to realize how similar it is to something in real life, and even if the ideas were in fact subconscious inspiration, the fact that you could build something 'so close' in more than one sense ;) does show that you know you stuff. Even though sometimes it's just freaky, for example I built a woodie a long time ago that ended up resembling the Dania Beach hurricane pretty closely but I do know for a fact that I did not know of the real coaster's layout before building my own, or even just putting the upcharge rides outside the admissions gates in woe (I found out later that CP and other parks actually have this arrangement but I did it just because I thought it was a good idea). If anything, starting out with something similar to SFKK and then building along it with your own ideas (sort of in a parallel dimension) shows that you were able to put yourself in the mindset of Six Flags, which is pretty cool and commendable, so great job on that now that I know how you approached this park. Just too bad you had to go make a park similar to one that may or may not ever open again ;)
  • Kumba%s's Photo
    Sorry for the late reply...

    This park was really fantastic and the level of realism was crazy. Loved the hotel, rapids, waterpark, kiddie area with the Wilde Coyote stuff, the wooden coasters... I could just keep going and end up naming everything in the park. The only thing that made this a 19 rather than a 20 for me was it being a Six Flags park. The ideas are a little reused and even if most of them were executed to near perfection they are not that hard to do in the first place.

    So again congrats on another NE Spotlight and I hope we see more from you :)

    Oh and :p @ the 91% I was pretty worried for a while there :bunny:
  • Maverix%s's Photo
    I'm a bit late as well, but better late then never.

    First off, congrats on the spotlight man, it was well deserved. The park as a whole felt very much like a Six Flags park to me, minimalistic themeing, cookie cutter coasters, and coaster apparently just shoved in to add another coaster. Everything a Six Flags park is IMO. The details were outstanding and the archy was amazing throughout, making it amazing to look at as far as RCT standards go.

    So congrats again man, this was well deserved both as a spotlight, and my favorite park :D
  • Magnus%s's Photo
    Finally I have a chance to reply to this topic.
    Again congratulations on winning spotlight with this amazing piece of rct.

    For me personally this park was hard to enjoy in the game. The reason for this is the fact that I didn't like the park in itself, which must not be misunderstood with your efforts. The ride lineup simply doesn't suit my preferences and the Six Flags theming is something I always found hard to enjoy. Personally I think it is a lot easier to enjoy looking at a not so well pulled off rct park which one would enjoy to visit in real life, than the other way round.
    However, you did a great job with this park. The Six Flags feeling comes out very well and the level of detail is amazing.

    The coasters are very well pulled of. My only complaint is the already mentioned pacing problem witht he Bizarro layout, but this is just a minor thing for a full scale release.
    I also think posix made a very good point with the atmosphere problem in this one. Yes it is a Six Flags park and a higher level of theming would not suit Six Falgs, but the complete park felt a little dead to me. It somewhat felt like viewing this park on a rainy day.
    Even though all the criticism I fully agree with the high score for this park. However I hope you are moving on from Six Flags to another park chain for your (hopefully) next full scale release.
  • GigaG%s's Photo
    Sorry for the bump, but this park is great! Words cannot describe it, people shall gaze in awe forever as long as RCT shall stand. This park almost made me think about quitting RCT because I know I will never be able to match it for years to come. Louis, how dare you vote this for Gold! And John, Louis, what makes you think this is not deserving of Spotlight!? I love this park, and there is a 99% chance I will vote it for the NE Awards.
  • goose19%s's Photo

    the park is missing a driver how do i fix this

  • SSSammy%s's Photo

    what does the error say