Park / Carnivore

33 Comments

  • 5dave%s's Photo
    I thought the atmosphere was the best part of this park. You achieved the relaxing and calm feel IMO.
    I too didn't like the long underground parts and the spread-out layout. The amount of path was also a bit confusing, especially from a peep's perspective.

    To me it was just a bit below the design mark.
    Congrats nontheless on this achievement after your hiatus from the game. Even more impressive that you still care for this site that much.
    Glad you like the logo btw!

    "MFG"
  • Cena%s's Photo
    Posix who built something? That's new to my eyes.
    Congrats on the design win Posix :)
  • RCTNW%s's Photo
    posix, congrats on the design. I'm glad to see the site is in such a state that it now allows for some building time for you which has been missed by many of us. Well done!

    James
  • J K%s's Photo
    Congrats Posix, it's so good to see you practice what you preach. I would love to achieve this theme park atmosphere in rct and I hope I do most of the time but most of the touches you added were truly lovely. Congrats on the design and thanks for a great viewing.
  • Steve%s's Photo
    Nice one, Pos! The fact that this was a huge surprise to me made me enjoy looking at it even more. That coaster station is slick, dude. Great job.
  • RCTMASTA%s's Photo
    Great job, posix! :mantis: Now build something like this in RCT2 so I can view it! :p Nah, just kidding, I ordered the expansion pack from eBay yesterday so I'll be able to actually open the stuff Roomie, posix, and all you other LLers are making. :)
  • Comet%s's Photo
    The first screen above the write up might be my favorite LL screen ever
    I can't say much more but it's pretty cool to see something from you
  • rK_%s's Photo
    i have a question for you posix, whats with the lift wires to delete/move supports? is it just a technique you like over sinking objects into the ground?
  • posix%s's Photo

    What's the difference between architecture and path if both serve no purpose but improving aesthetics? I'd prefer architecture over path, especially in the case of an unbalanced area like this one.

    [...] This anti-filler attitude all the time irritates me. NE, beauty is a function!

    I see your point Liam. The reason why I ended up with so much path is because I tried CP6's building method of creating little bits and bobs here and there as long as you have an idea for it, and then see your park progress at various places all the time until things have grown so much that they converge. I guess the problem was that the buildings I had were too stretched out but too close to put more buidings "inside". So in a way I ended up just filling the empty spaces in between with path, but all that I thought would fit inside, space-wise, were these little breakups of shrubs and gardens plus the overhangs. I agree it's a bit weird and indeed a filler. I will try to reduce fillers more and more in the future. Maybe building your main path first so as to make sure it's sized well is better for me. I don't know how CP6 gets it right the other way round. Would be interesting to watch him play!

    Care to elaborate on "beauty is a function!" ? Do you mean that as long as something looks beautiful, it serves its purpose?

    I wasn't exactly what the purpose of some of the awnings was, they really had no use, they just seemed to be thrown about here and there and the most annoying bit for me was that the majority of them were just floating magically, not a good look.


    Yeah, granted, these were kind of thrown in. It's interesting how in these comments people have noticed precisely what I used as fillers or with little inspiration.

    ^that's both the strongest and weakest part of his technique


    How is trying to have an idea for everything a weak part? (This question has no sense of anger. I ask out of serious interest for your opinion)

    i have a question for you posix, whats with the lift wires to delete/move supports? is it just a technique you like over sinking objects into the ground?


    You mean the bury/unbury method to remove supports? I think it's tedious and too time consuming. Plus, it's too inflexible if you want a path underneath your track which is intended to still have supports. Obviously this wasn't the case here, but still, I only use bury/unbury for hard to reach with chaiflift places.

    Thanks again for posting your thoughts guys.
  • Liampie%s's Photo

    Care to elaborate on "beauty is a function!" ? Do you mean that as long as something looks beautiful, it serves its purpose?


    Something like that indeed. If filler happens to be beautiful and you strive for beauty, would you actually consider the filler stuff filler or functional?
  • Milo%s's Photo

    How is trying to have an idea for everything a weak part? (This question has no sense of anger. I ask out of serious interest for your opinion)


    I thought my statement was more clear. It often leads to over analyzing to the point where nothing gets done. It's the strong point because you create something it is very well developed... when you actually manage to create something that is. The weakness is struggling to create. If I'm not mistaken, this is something you've noted many times as you've tried to pick up the game again over the years.

    A further note is that, imo, it can lead to a very stark, minimalistic style that can lose it's charm. At a certain point having every aspect of your work screaming, "I'm well thought out, serving a specific purpose and nothing more or less!" can have a negative effect and feels unwelcoming or sterile. The few gripes with this and other works of yours like Darkwood really toe the line between well conceived and devoid of feeling. To me it also seems to hurt your focus on the project as a whole. You mention the filler awnings that were floating, something easy to spot and difficult to get past when everything else is built around function.

    And to continue into a post that's getting way too long. I'd like to mention that besides the coaster and interaction, the paths fading away were my favorite part of this. It's an interesting approach to circumnavigate the usual route of building a path into a brick wall "into next area" and hacking off the map at that spot. You seem to accentuate the ethereal quality of ideas beyond the realm of the design itself. It kinda adds a "what could have been" to the whole thing whether it was intended or not.
  • SSSammy%s's Photo
    that makes a lot of sense milo.
  • Roomie%s's Photo
    Those hacked supports are sweet too :)
  • posix%s's Photo

    I thought my statement was more clear. It often leads to over analyzing to the point where nothing gets done. It's the strong point because you create something it is very well developed... when you actually manage to create something that is. The weakness is struggling to create. If I'm not mistaken, this is something you've noted many times as you've tried to pick up the game again over the years.

    I think you misunderstood. The reason for the struggle to create was precisely the lack of ideas.

    A further note is that, imo, it can lead to a very stark, minimalistic style that can lose it's charm. At a certain point having every aspect of your work screaming, "I'm well thought out, serving a specific purpose and nothing more or less!" can have a negative effect and feels unwelcoming or sterile.

    I think you raise an important point here. This is something I've felt in this design, too. It's also apparent in RCTNW's, geewhzz' and CP6's stuff. But the question that this creates is: Is the very abstract idea of "charm" in RCT only possible through improvisation?

    The few gripes with this and other works of yours like Darkwood really toe the line between well conceived and devoid of feeling. To me it also seems to hurt your focus on the project as a whole. You mention the filler awnings that were floating, something easy to spot and difficult to get past when everything else is built around function.

    For some reason I still feel Darkwoods has a strong atmosphere. But we're mixing constructs of a certain aspect of RCT perception here: atmosphere, feeling, mood, charm.
    The point that a stark contrast is created between function and filler makes good sense to me. It's something I hadn't thought of before.

    And to continue into a post that's getting way too long. I'd like to mention that besides the coaster and interaction, the paths fading away were my favorite part of this. It's an interesting approach to circumnavigate the usual route of building a path into a brick wall "into next area" and hacking off the map at that spot. You seem to accentuate the ethereal quality of ideas beyond the realm of the design itself. It kinda adds a "what could have been" to the whole thing whether it was intended or not.

    Very glad people notice and appreciate :)

    Also for the supports Roomie.