Park / Troublemaker

8 Comments

  • Comment System%s's Photo
    comment below
  • Hex%s's Photo

    This layout is wonderful in every way: well timed, long, great pacing, and interactive - you hit the nail on the head here!  

     

    I wasn't a fan of the inverted looping coaster ride; it felt a bit tacked on and unrealistic compared to the rest of the park.  A very interesting (in a good way) log flume ride that has some good moments with the main coaster.  The amount of water is just enough to break up the grey path.

     

    Speaking of the path, I think the park layout is very strong.  There's a great amount of routes that would make exploring this park an adventure!  Very nicely placed enterprise as well.

     

    I think the major setback for me is the architecture - not that it's bad, but that it all looks the same.  The coaster station and the structure on the mountain during the initial launch are very nice, but I wish the surrounding structures in the map had something different about them.  Maybe a minor change in colors or materials, just something to elevate it a bit.

     

    I always look forward to seeing you two team up - you both have such opposite styles and it's great to see you make a very cohesive and successful entry.

     

    Gratz on a well deserved podium spot during the contest, and on this New Element release!

  • Jens J.%s's Photo

    If this isn't brown theme I don't know what is haha. Pretty cool stuff in here! Love the log flume + coaster interaction. Coaster itself is pretty neat, I wish that the second launch of the coaster wasn't hidden since I had a bit of trouble figuring out how it kept so much of it speed throughout most of the coaster layout. The ending also feels a bit abrupt but that corkscrew section just before it is chef's kiss:

     

    Attached Image: Bear Mulpje Coaster.png

     

    The park is a bit hit or miss for me. I'm not the biggest fan of the use of base blocks for the paths. Imo you're better off using the regular gray footpath which also matches better with the steel blocks. Foliage was pretty good although a bit sparse in places. The buildings also felt a bit like random object spam at times. The Spin to Win placement is fantastic though and I thought that this angle of the log flume was pretty neat:

     

    Attached Image: Bear Mulpje Log Flume.png

     

    I do feel like The Bakers Hut was a bit of an afterthought as it just feels disconnected from the rest of the park. Other than that, pretty solid work from the both of you!

  • G Force%s's Photo

    Just wanna say that the dueling Log Flume and Coaster drop was a really cool moment, super nice work there.  Great layouts in general.

  • Lurker%s's Photo

    The timing on the dueling moments is so good, this park is just packed with great interaction moments and it's so fun to watch. Only thing I don't like as much is the steel triangle blocks on the path edges, they seemed to clash a bit with the rest of the path. But the shape and layout of the paths is pretty good.

  • Xtreme97%s's Photo

    This is nice, I like how extensively it utilises the new track pieces for the giga coaster with the swooping turns. The main standout is of course the log flume drop sandwiched between the coaster elements, provides a really great visual set piece. I also like the uniqueness of the gold suspended coaster, short and sweet. Not a fan of how the jaggedness of the tarmac stands out, which dulls the grid-breaking effect of the curved pathwork.

  • ottersalad%s's Photo

    Wow, liked this a lot. The triple drop with the coaster and the flume was a great moment as G Force said. Also that turn under the Enterprise was wonderful. Overall there's so many great interactions between Troublemaker and other various rides and paths. Also, some really great use of the invisible color to help with some crunch under the launched suspended coaster. I do agree with Xtreme that the flat texture of the paths was a bit of a miss. Too washed out. Crazy path probably would've given a nice extra layer of detail underneath everything you guys made. Kudos on a great design. 

  • In:Cities%s's Photo

    absolutely stellar.

  • Terry Inferno%s's Photo
    Nice to see NCSO realism return to the big screen... twice in one day!
     
    Interesting mixture you've created here with pirate, pagoda and jungle walls mixed with wooden mine roofs. The pirate taverns are integrated so seamlessly, I had to do a double take upon seeing a specific wall pattern I did not recognize. Beautiful interaction between the rides, the path, and the water. The flume (which deserves a real name other than ".,water") has some great moments as it meanders towards that perfectly placed drop; the cogwheel rotation device is simple yet superb. It would have benefited from more boats, not just because the queue wait is very long but also because there is a long period between boats 8 and 1 where we have to wait for a boat to see the ride in action. Hardly a complaint, however, when we have the ability to speed up time.
     
    Troublemaker itself covers a lot of ground in a short period of time. It reminds me of some of those old NoLimits multi-launch coasters that came with the game and surprise the rider around every turn. Perhaps my favorite thing about it is that the trains are synced so that one always passes over when another is descending the vertical drop. One of the more effective uses of block sections in recent layouts.
     
    Attached Image: great train moment 2-17-24.png
     
    I didn't realize that this moment is also captured in the NE aerial, but that just shows how consistent this coaster's blocking is.
     
    The one design choice on this map that does not work particularly well is, as mentioned, the base blocks as path. It would not be particularly noticeable if they were just used on their own, but combining them with steel block triangles highlights the corners and creates a bunch of unnecessary right angles on what is otherwise a naturally curvy path. Tarmac path blends fairly well with black steel blocks, and you're using tarmac path for the benches anyway, so it's unclear how the baseblocks became the preferred option here. Tarmac would have been preferable, as it also would have allowed for more blended bench action and some lamp posts. Paths feel a bit bare without lamps, especially along some of the long, straight sections. 
     
    Zoomed out, this looks great, which means the two of you worked very harmoniously to put this map together in a way that fits no matter which direction or zoom distance you're looking at it from. Great forms in the path and the architecture to complement the layouts for a bigger picture that comes together nicely.
     
    Ride of Steel looks too intense for me.