Park / [NEDC6] Ramses
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30-April 25
- Views 0
- Downloads 73
- Fans 2
- Comments 27
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73.50%(required: 65%)
Design
CoasterCreator9 80% Recurious 80% chorkiel 75% deanosrs 75% pants 75% RWE 75% SSSammy 75% J K 70% posix 70% Terry Inferno 70% Turtle 70% RobDedede 65% 73.50% -
Description
Ramses II, commonly known as Ramesses the Great, was the third ruler of the Nineteenth Dynasty of Egypt. He is often regarded as the greatest, most celebrated, and most powerful pharaoh of the New Kingdom, which itself was the most powerful period of ancient Egypt.
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Hard to say but I expect this to be among my favorite entries come the end of the contest. I really loved the composition and how you blended the layout into a crunchy, real world locale. It gave this a fresh combo of realistic layout with photorealism styled building. Perhaps understated in areas, I found myself really appreciating the almost calming aesthetic. The architecture, while in places simple, is incredibly affective and explores a variety truly Egyptian forms. More though, it has a careful eye for when to add those extra details, like in a roof line or a wall texture, and where they might not be needed and the material can speak for itself. The landscape was also spectacular. There is a sense of maturity in balancing the lush greenery and agriculture along the river against more simple, textured areas of sand and rock. I can see how this may feel like it's missing a major set piece or focal point, but it didn't detract much for me. Congrats on the design, really inspiring stuff to explore.
everything you build feels seamless and, as posix said, organic in a way that it sometimes a bit to appreciate the level of detail present since it serves its purpose subtly rather than jumping out at you. archy is clean yet full of detail, good use of the default pyramids too. reminds me a bit of a CSO ancient worlds! obligatory supports review: normal and good. my main critique might actually be macro composition. in some places the path has "path that goes all the way around a coaster" syndrome, i think building out some of the area around the dive loop and given it some sort of purpose would've helped with that. this build also seems ripe for a nice queue line that snakes through the ride, but the queue was disappointingly compact. not huge issues but that might've been what was holding this back from being 80+ for me.
Very tastefully done. I think my favorite bit is probably the riverbank. It's a nice contrast from the openness and beige sandy half of the map. Some nice little vignette's as well.
The coaster itself has some nice bits of interaction and the queue is decently themed.
Great to see more work from you!
-Concept: **
Always love a good Egyptian concept, and although it's more of a 'setting' concept, bits like the station building being an Egyptian temple is just very well done.
-Content: **
Quite some content to go through, such as all the peep scenes (so well done btw, made me crack up at times), all the typical high quality Sulakke architecture (simple in form, yet so effective) and all the height variations/foliage throughout.
-Quality: ***
Such high quality throughout, and all in the typical high quality Sulakke style we come to expect from you.
Overall;
The little subtly placed bushes, crunch objects & rock formations really make this a high quality piece and one of my favourites of the contest so far. It's not over the top, but easy to read and yet done with so much elegance. I think you're the only one who can construct parks this way and it's so hard to nail. My favourite bits were all the peep scenes, the humor you injected into it and how well it fits into the whole atmosphere of the map. So well done!
This in my eyes is a traditional Design. A no-nonsense coaster that does everything need to with a setting that compliments it without taking away focus. Almost feels like the same approach as Mirage, just with more time put into it.
+ Love the way the crunchy paths are done. One object set and land textures. Between this, Mirage, and that design Six Frags hasn't finished yet, it almost feels like we're finding ways to achieve the crunchy level of detail commonplace in the meta with the speed and efficiency of more classic styles. I don't hate it to be honest! Work smart, not hard!
+ Considering this design's relatively simple aesthetic, there's a ton of detail if you look closely! Love the frozen staff and peep scenes sprinkled throughout. Gives you a lot of incentive to take a deep dive.
+ Architecture is great. It doesn't suffer from beige-is-a-theme, but the color choices don't feel cliched either. The maroon, peach, and honeydew accents break up the beige really nicely while still matching the subtlety throughout the rest of the design. On the topic of color, the coaster's bold colors work really well to stand out from the landscape.
+ Foliage near the river is really nice and adds a great contrast to the sand and matching architecture.
- There's a few awkward right angles in the paths, such as the plaza where the short stone walls are. For a man-made path it works, but it does feel a little awkward compared to the mostly natural and flowing paths nearby. I almost feel like if you were to commit to the man-made feel of the plaza, it may be worth it to have the stone wall extend in a straight line all the way to the end rather than jagging back and forth to match the landscape.
So happy to see some solo Sulakke work! This was really nice, Egypt themes are hard to do but you pulled this off quite tastefully. Not an overly complex entry but it was easy to enjoy and checked all the boxes I look for in a Design submission. 75%
This is what I like to see in a Design submission where the coaster is the main focus of the entry. Granted this is Pac's layout but the focus of the map is the coaster and the theming of the coaster area and not a bunch of other distractions to pull my eye away from it.
The support work is perhaps the best so far from the "lower" entries and I like the color options.
I think there was a missed opportunity to have more queue interaction with the layout though. To show those standing in line what they can expect. Other than that, solid entry and congrates on the Design