Park / Assualt on Earth Base Gamma Gamma (2287)

Which park is better?

  1. Minutemen - Red River Delta 14 votes [53.85%]
    Percentage of vote: 53.85%
  2. Elementalists - Assualt on Earth Base Gamma Gamma (2287) 12 votes [46.15%]
    Percentage of vote: 46.15%

120 Comments

This park shares comments with 1 other park(View Park)
  • K0NG%s's Photo
    I bought a hooker.
  • posix%s's Photo
    milo, there were tons of new things in your park. everyone with a minimal understanding of where ll has come from knows that. you can be proud of your park.
  • Liampie%s's Photo
    Turtle was somehow obvious, but I didn't suspect chapelz or Dimi. Who did what? Anyway, congratulations on your first win and thanks for the park! :)

    Also thanks to the Elementalists for their park, which was pretty cool too. Micool and Milo being in there didn't surprise me at all, but just because he's a LLer I expected Roomie too. :p
  • chapelz%s's Photo
    Flyer Layout - Chapelz with tweaks by Turtle
    Wooden Layout - Turtle with tweaks by Chapelz
    General Landscape Design - Chapelz
    Path Layout - Turtle
    Foliage - Dimi (came up with the general type that turtle and i followed)
    Flyer Side Architecture - Turtle
    Village - Chapelz with tweaks by Turtle
    Wooden Station - Chapelz with tweaks by Turtle
    Fishing Village - Turtle
    Rice Patties - Chapelz
    Water Ride - Turtle

    Unfortunately Dimi had family issues to attend to that limited his time with the park.
  • Micool%s's Photo
    Hey guys, if I was a dick, I'm sorry.

    I guess I'm still in shock that we lost. I kind of promised my team the victory. I couldn't see how we could lose--especially after seeing Red River Cove. Not to say it isn't good, because it is, but I don't see how it's better than ours. It most certainly is NOT a "static model," and that's all thanks to milo who is a genius at this thing.

    I think the main difference between now and the last time I was building parks and showing them off here (two years ago?) is the attitude toward ll parks. I guess times change and people don't easily catch up. I will be exiting stage right again soon; this time not because I am bored with the game, but because I don't believe there is an audience for my work. So why show it off? Maybe I will make something cool and show it to posix, and milo, and levis, and cam and roomie and geewhiz and maybe even turtle, who seemed to like our park more than his own but couldn't say it outright. He knew what he saw. Look, when the codex first came out Gamma Gamma would have absolutely destroyed anything it came up against. But times change, just like in the real world.

    So that is the place I will be returning to.

    Go Elementalists.

    peace
  • Micool%s's Photo
    By the way, to let everyone know who did what, since that seems to be protocol (and also fun):

    On the screenshot, milo made everything to the right. I did the power source, pilot training, and warrior, and everything to the the monorail station (though not the monorail). I also did the foilage.

    milo did everything else. I want you all to know he is one of the greatest craftsmen at loopy landscapes to ever build in it. I hope he isn't done making drool-worthy art with it. look out for his next shit.
  • Liampie%s's Photo

    ...this time not because I am bored with the game, but because I don't believe there is an audience for my work.


    Don't be silly, of course there is an audience. RCT2 is way more popular but LL is still alive. The most recent LL spotlight has almost 400 downloads; I consider 400 people as an audience.

    Moreover, your park has almost 50% of the votes. That's actually good, half of the community likes your work more than Red River Delta. The other half, where I belong to, probably likes your park but likes RRD more. I think Assault on Earth Base Gamma Gamma was excellent.
  • Turtle%s's Photo
    Been away for a few days, when I left we were losing, nice suprise to see we picked up the win.

    Honestly, you're right Micool. I preferred your park to ours. I thought it was more interesting. You were both unlucky not to win this.
  • Micool%s's Photo

    Moreover, your park has almost 50% of the votes.


    That's true man, but it only got twelve.
  • Panic%s's Photo
    Milo and Mike, why didn't you use stacked glass blocks and walls for the architecture everywhere or at least more? It looks great everywhere it is and the gray raised land wall texture is really nice juxtaposed with it in small amounts. But the gray texture looks like ass in the spots where it's used in big walls and buildings. (That would still be true 2 years ago.)

    Edited by Panic, 12 June 2009 - 04:35 PM.

  • Milo%s's Photo
    because it's barely a finished product as is and we had no time to add in extra details to fix where it looks bad (I'm guessing you mean where the wall blends in with others behind it :<img src=:' />)
  • Panic%s's Photo
    Just like around the warehouse area in front. Pardon me for saying this, but I really don't think people are that delusional around here. It's true that this place has a huge boner for realistic parks right now, but I also feel like a lot of people have pretty good reasons for faulting parks when they do. The reasons why Gamma Gamma lost are all contained within the park. There are spots where it's evident that you guys are really fucking good parkmakers. And because of those spots, there are spots where it's obvious things were rushed. This building could have been that much better, or that extra touch could have been added to that theming. Maybe a major coaster or adventure ride could have been incorporated into the theme. And because this H2H season is so competitive, that's all it takes. The reasons why this park lost aren't in some widespread popular delusion. If you took an average quality park in this H2H season, Gamma Gamma would probably have lost to it. Mike, if you want your work to be appreciated, carry your ideas out to an extent where they define the finished product rather than just being highlights of it. There are really awesome touches in this park, but it's almost like you put them there to show people that you knew what you were doing, and expected that sleight of hand would take the place of having them elsewhere.

    Edited by Panic, 12 June 2009 - 05:56 PM.

  • Milo%s's Photo
    ^who are you even talking to?
  • Panic%s's Photo
    I'm responding to Micool mostly...I thought people called him Mike on the forums.
  • Milo%s's Photo
    ok... well you seem to be under the impression that mike (or me) tried to do the bare minimum to win with this and are frustrated because it backfired

    that isn't the case... anyone on our team will tell you that we were working up to the last hours of the deadline just to get the map done. The reason the idea isn't executed to its full extent is because we just didn't have the time... not because we just tried to "boost our egos" with small patches of work or however you want to put it.

    and I don't think you can make the case that this would have lost against "any average park"... or that rides (or 1 ride) would have helped. It went up against this park and lost... there's no reason to take it any further than that.

    Edited by Milo, 12 June 2009 - 06:28 PM.

  • Panic%s's Photo
    I totally didn't mean to imply that you guys half-assed it. Clearly that isn't true. That comment about what the park could have been was based on the fact that you guys ran out of time. It's a shame that happened, but I didn't mean to imply that it was on purpose. The thing about the small patches was a comment about Micool's style of parkmaking. Every Micool park I can remember takes an overall concept and has a cluster of really awesome ideas for elements of the theme (e.g. the monorail or the training flat rides), then stitches them together with an overall theming mesh that doesn't seem nearly as inspired. Generally I really like his work anyway for the small ideas, and so the mesh doesn't even matter. But since he's wondering why people don't appreciate it as much as he would like, and since this was a close match in a competitive season in which any flaw could prove a park's undoing, I was putting it under closer examination. This was a park with general architecture and atmosphere that ranged from great to meh. It also had a bunch of awesome elements like the monorails and the bridge. But those elements don't cover for the entire park. They may indicate that the parkmaker is skilled, but they don't automatically mean the park is amazing. If the general quality of theming and execution had lived up to things like the bridge and whatnot, this park would, as Micool said, have been one of the best H2H parks ever. But the quality of a park isn't just a summation of a list of awesome small things sprinkled throughout.

    Edited by Panic, 12 June 2009 - 06:58 PM.

  • Dr_Dude%s's Photo
    Micool, there's definitely an audience. In this case I think it was awesome work vs awesome work and everyone voted based on personal preference. I loved both the parks, and yours is really starting to grow on me.

    And not doing something you like just becuase you don't think there's a market isn't an effective way to live life.
  • 5dave%s's Photo
    Gotta catch up with my reviews:

    Red River Delta:
    The readme was a bit too long, IMO. If there were some pictures in it, it might have been a bit better, but I wasn't really arsed to read through all the stuff... But kudos for making a readme! The park itself seemed very nice, I especially loved the atmosphere and the landscape. The rice terraces were beautiful, great work on that! The river looked also very nice with those little isles and the waterfalls with the bridge. The rides were also really good, I especially liked the flying coaster. I only thought it missed some custom supports, those would have added a lot to the ride! And I didn't like the catwalk by the woody. I will never understand why people keep doing those, as the RCT woodies have a catwalk already? The layout of the woody itself was really nice, though. I didn't like the archy that much. It had no flow and it was mostly too cluttered and unorganzied for me. Maybe it's because of the roofing, I don't really know. The floating pier was a nice idea too. All in all an enjoyable park, great work guys!

    Assault on Earth Base Gamma Gamma (2287):
    As I saw the overview, I instantly knew who did that, or at least who did most of this ;). I loled at all the names of the attractions, you two must had a great time. haha... I must admit that there's missing a big signature ride on that one. But still it was really impressive, the hacks and all the stacking is really damn impressive! Also I agree that there could have been some more colors besides grey. And I sometimes had problems to figure out what was going on on the map. There was movement everywhere! But all in all a really impressive afford, great work you two!

    "MFG"
  • Zaiush%s's Photo

    red river delta is basically what Long Hegu should have tried to be.

  • Xeccah%s's Photo

    A minimalistic, deliberate, atmospheric masterpiece. Nothing felt weak. Foliage and landscaping was on point and the lack of clutter really ended up making that an important feature in the park. Ride design was incredible and their uniqueness as well as their execution contributed very well to the whole picture. All of the layouts were masterfully integrated in such a way that doesn't take too much effort to do, but had a level of elegance lost when people try to do too much or force things in. All of the architecture has the touch that shows that less is very often times more. But at the same time it doesn't skimp on the little things. The intentional imperfections in the buildings? The pontoon-floating huts? The bushes that are growing through the cracks of the stairs? I love this park and back in h2h5 was probably the best park since Kukuana, besides of course for anything geewhzz touched.