Park / Midnight Midway

9 Comments

  • Comment System%s's Photo
    comment below
  • In:Cities%s's Photo

    To get ahead of those who may comment about this map being too dark ( I feel like I have a small authority on people complaining about dark palettes), I find that this palette is surprisingly very effective in depicting a believable nighttime scene. Especially with the backdrop - it makes for a wonderful effect once gotten used to.

     

    The little pops of bright yellow to depict the light sources work super well for this. Brilliant idea. Especially the little string lights and trees. Very believable as trees draped in LED lights. 

     

    Funny enough, I think my favorite bits of this map are the little mowed open grass spaces around the coaster. Very tastefully done, and they do a great job highlighting the coaster itself as the main attraction. 

     

    The buildings themselves show a lot of mature design intent and aesthetic consideration. Tons of great path additions - planters, seating areas, open plazas, etc. (favorite ones being the little planters in the middle of the path for the coaster supports). 

     

    Ride design is very solid all around. The main coaster station and supports are absolutely spot on. Just feels believable! I can't speak much to the layout itself; that's not my area of expertise in the slightest. But for what it is, it feels natural and flows nicely. 

     

    I think my only criticism here would be the foliage. I dig the scrub vibe you're going for, but some sections come across as slightly messy. More clumps of the thicker tall trees would go a long way I think.

     

    Great work as always man. Happy that more people will start to get more familiar with your work!

  • Bluetiful_Monday%s's Photo

    I second everything said by Josh. The flying coaster contest was one of the strongest we had, and this is a well-deserved podium design.

     

    This park is the penultimate achievement in your journey as you crafted your style, and that is creating homey parks that remind us of our childhood memories and daily lives. But you make it so intriguing with your detail and object usage, that it feels a cut above the rest of similar endeavors.

     

    Of course, we have the more obvious impressions, such as the skybox made of diagonal track on all angles. But I would like to give major props for getting a dual-loading station to function. Another underrated detail is the diagonal track for footers on certain supports. Same goes with the functional wooden coaster cutout.

     

    A vibrant nighttime entry that had me sweating until the very last second on the results video, this an exceptional realism build. My final score: 80%

  • ottersalad%s's Photo

    Cool layout - and the night time vibe is pleasant. Probably enjoyed it the second time viewing at night as opposed to at noon when I was eating lunch at work.

     

    There's a lot of great object usage on display, particularly in your architecture. Some really good individual pieces here, namely the station for Raven and the bumper cars. The game booths were simple 2x2's, but realistic with the moving games inside. Really neat. As Josh said, really mature design to your realistic pavilions and midway stands. 

     

    But, I think as a whole it doesn't quite come together for me. The landscaping and foliage leaves a lot to be desired. The hillside is rough. The use of brown dirt everywhere gives a very muddy feel to everything. In terms of the macro it's a horseshoe with two deadends. In the places where it does connect to the outside park you see backstage stuff and bare dirt. 

     

    I will end by saying the path interaction with the coaster is nice - really can't miss viewing all the major elements of the ride. 

  • the_bru%s's Photo


    But, I think as a whole it doesn't quite come together for me. The landscaping and foliage leaves a lot to be desired. The hillside is rough. The use of brown dirt everywhere gives a very muddy feel to everything. In terms of the macro it's a horseshoe with two deadends. In the places where it does connect to the outside park you see backstage stuff and bare dirt. 

     

     

    I appreciate the review. To your point about the foliage, I think Josh's point about having some denser pockets of trees is a good one. On your point about the dirt, I generally find the dirt to look much more like rocks, especially outside of a mountain setting, than the gravel texture, so that's what I use. But I understand that can be visually confusing when I also use it for mulch along the paths. I'll consider ways to make that more apparent for the viewer.

  • ottersalad%s's Photo
    Perhaps use the mulch base from flat rides for your flowerbeds?
  • the_bru%s's Photo

    Perhaps use the mulch base from flat rides for your flowerbeds?
    I've tried it before and remember it being glitchy with gardens, but I could be misremembering. Thanks for the suggestion. 
  • 94SupremePosse%s's Photo

    This park is a great example of technical proficiency, between the working dual loading stations, custom lateral support footers, working backdrop from all angles, and the clever usage of light color from the palette. The layout is solid but i think it garners some brownie points for being a functional version of essentially two rides. Really liked the coaster train spotlights used in certain spots, and the slightly lit coaster signs look great.

     

    I can see the reasoning behind the landscaping comments above, but i also prefer the more object heavy landscapes instead of relying on ground textures too much, so i think that is a matter of taste there. I'm always a fan of the spots of manicured grass though, so maybe i'm a bit conflicted on that thought process.

  • Lurker%s's Photo

    Loved this entry in the contest, got my highest score that round. The atmosphere of a warm summer night at the park is captured so well here. I think the dark palette and one-angle track backdrop are used amazingly well for that purpose, adding so much to it.

    And then there's all the nice technical tricks, the impressive working duel station and all the custom shoestrung flat rides, as well as plenty of clever DKSO and invisible color use.

  • RWE%s's Photo

    First of all congrats on a well deserved design! Really enjoyed the way you did the background, obviously the highlight on this map. Kudos to you for making it work nicely from every angle too.

     

    I think the actual map was quite nice too, some classical Deurklink Server RCT. It was maybe a bit underwhelming compared to the backdrop, although it also had some great highlights for me like the flat rides or the coaster station. But i also agree with some comments seeing some room of improvement in foliage and landscaping. I think the foliage especially just feels very random at some spots and could use some more organisation and purpose.

     

    The layout of the coaster is quite nice. I think its nothing spectacular, but it definitely works here, although the theming might have screamed for a more daring approach.

     

    To conclude in my opinion this is a great release showing of some good talent and potential. Keep it up and make sure to look for diverse inspiration sources and im sure you will improve rapidly.