Park / Knight

18 Comments

  • Comment System%s's Photo
  • rct2isboss%s's Photo
    This looked a lot better in the AD personally. The archy is actually great, but the layout felt cramped to me.
  • Dotrobot%s's Photo
    I don't get what you mean when you say the layout is cramped the point of this design is that it's heavily themed therefore has lots of interaction with its surrounding scenery.

    What held this back for me was the queue line and the foliage. I also wasn't a huge fan of the color scheme overall it just all felt a bit rushed.
  • Austin55%s's Photo
    So mcuh potential Wasted here! :(
  • geewhzz%s's Photo
    felt cramped? it is cramped. that's the point. ever seen a ride like Black Mamba or Dæmonen? this was great. the use of monorail track to make tunnels shaped to the curvature of the track was brilliant. well done.

    what's wasted?
  • inVersed%s's Photo
    Would have given this a 70%
    I think it would have been better with a little bit more of a surrounding
  • prodigy%s's Photo
    Why I voted 55%?

    Pros:
    - I really liked the layout
    - I really liked the size but...

    Neuts:
    - The theming is OK, not more or less...

    Cons:
    - The foliage is really bad
    - The back of the houses at the edge... at a design of this size you should go for the devil in the detail, everything else would be rushed
  • Comet%s's Photo
    I like this. The layout and the coaster's surroundings were great
    The two things I didn't really like were the main bulk of the queue and the fact that it lacked interaction. Like geewhzz said this reminds me of rides like Black Mamba and Dæmonen but unlike those this ride was so far removed from a midway

    Overall I would have given it a 67
  • nin%s's Photo
    Well as you guys can see I absolutely loved this. A notch too high? Maybe, but not any less than that. While I do wish that you would have gone farther with this, and maybe you will afterward, what was there (archy, layout, hacks, ideas) were brilliant. I really hope you keep at this, as it could really evolve into something, but for now I'm just glad to see something new from you.
  • SSSammy%s's Photo
    fuuuuuuuuuuwhynodesignnnnnn
  • Flap%s's Photo
    this is unbeliveble...no design?? there are worst here on the page which have a design score :o
  • That Guy%s's Photo
    Yeah, there were a couple of weird moments, but I think it was plenty worthy of design. It was very, very inspiring, and the layout is great. I'll post some more later...
  • JDP%s's Photo
    a coaster this size needs perfect pacing and elements. this coaster was kinda a let down in both areas which killed the design for me.

    that transfer was too small as well really making it hard for me to score this higher then what i did. either way, it was still quality work.
    -JDP
  • wildroller%s's Photo
    Yea, this is a pretty solid design, have to agree those buildings on the edge of the map really needed something too make them a lot better in a design like this, if you made some sort of interior on them instead of a gray wall you probably would of got that extra %5.

    Also that island with the turn around probably would of looked a lot cooler with a cobra roll!
  • Metropole%s's Photo
    Oooh, I actually really liked this.

    The coaster layout was solid, but it was the crampedness and intense theming that really won me over. Definately my kind of thing. I loved the wingover over the lift hill, and that vertical loop was absolutely awesome. Wasn't a fan of the turnaround on the island, seemed a bit forced and only really looked good from one angle. The zero-g roll going over the brake run was great, and a really enjoyed the bit going under the transfer tracks at the end. Basically, your framing of key coaster elements was top notch, and gave some great moments for both the viewer and the guests. Very well done.

    What I think pulled this back from being a design is there just wasn't much to it. I felt you could have expanded a bit upon it, maybe added a supporting ride of some sort, or at least have a small part of the map that wasn't just the coaster. You seemed to cut off every corner that wasn't literally next to the coaster, where I would have liked to see a bit more of a bigger picture. I didn't really like the waterfall by the drop, it didn't seem likely that water would come from there, and it also didn't seem to have anywhere to go. I think it would have been fine without it. I also really disliked the queue line. The positioning of it was fine, but using that queue texture plus lack of fences or coverings or anything really damaged this entry for me.

    Anyway, I somehow missed the voting on this one, but I would probably have given it around 70%. A worthy design winner in my eyes.
  • robbie92%s's Photo
    I agree with both metro and JDP. What was there was pretty nice, and the whole feel was excellent. Technically speaking, your skills are some of the best; you can stack and hack with the best of them. As far as the layout goes, it was pretty good, although the loop felt slow and, as JDP mentioned, the transfer and brake run felt too small. The queue line as-is wasn't very nice, as it felt more plopped in. It interacted with the building well, but it really needed some coverings. Also, there was just so much gray... It would've been nice to see some wooden structures or some context for the castle. It was just too small.

    All I really wanted to see was more. I thought it was design-worthy, but barely. Kaboom felt more full than this, or at least more vibrant, as you worked to get some context in. Here, it just felt plopped down.
  • K0NG%s's Photo

    I agree with both metro and JDP. What was there was pretty nice............It was just too small.

    All I really wanted to see was more. I thought it was design-worthy, but barely. Kaboom felt more full than this, or at least more vibrant, as you worked to get some context in. Here, it just felt plopped down.

    Pretty much sums up my feelings on this except that, obviously by my score, I felt that it just missed being design worthy. As Metro said, it felt like it was just abruptly cut off too close to the coaster itself. If there was just a little bit more surrounding it, to add some depth, I think everyone's score probably would have jumped 5-10%.
  • Insanity%s's Photo
    what got me was that the map was focused on the ride...and just that.

    Other designs have a themed area with other less important flat rides around the main attraction, but all this had was... well Knight. Like robbie said... It was too small, you could have expanded the map & used the empty land to your advantage as well.

    edit: btw, great job though, i really liked the layout and interaction with the buildings.
  • Louis!%s's Photo
    Yeah see I don't understand why this didn't win and Phantom did. This had everything going for it, Phantom just had the layout.

    Oh well. This is the disneylhand I love, brilliant surroundings backed up by a brilliant coaster.