Park / [NEDC6] Paint the Town Blue

7 Comments

  • Comment System%s's Photo
    comment below
  • Xtreme97%s's Photo
    NEDC6 Release NEDC6 Logo
    7 US Flag Scoop
    Design Logo 76.50
    D E S I G N W I N N E R

    Scoop dives into a dark underworld painted with neon pink and blue hues, capturing the rebellious heart of its shadowy setting.

    RWE
    J K
  • chorkiel%s's Photo

    Unfortunately, I didn’t enjoy this as much as I hoped when I first opened it — or as much as some other panelists, it seems. The theme was cool, and you created an interesting aesthetic to match it. The coaster had some fun interactions with parts of the city and really popped thanks to its color. However, when I zoomed out, the overall impression started to feel a bit flat. Technically, the work was very strong. Still, it seemed to lack a deeper emotional or thematic connection. The buildings, for instance, were well made but tended to look very similar to one another. Overall, I went in and at first glance thinking it would be great, and came away thinking it was good

  • J K%s's Photo

    Welcome to the city of Zaun

     

    + Great choice with the theme, honestly offered so much coverage of putting stuff on the map that made such a memorable piece of RCT

    +++ The ride additions were great and all held their own on such a busy map. Shimmer rush express was great, The dredge was a top moment and Hextech-spress and here was great!

    +++ Architecture was stellar

    + The sheer amount of content was overwhelmingly good

     

    -I wish you broke out of the square shape for the map, I think the macro would be stronger and more iconic if you had a little more funk to match the theme

    -Having watched the series over and over again I think there could be a few more nods to Hextech/chem-tech and the characters in there, maybe some hoverboards zipping around but this is with a really critical eye on.

     

    85%

  • CoasterCreator9%s's Photo

    Took me a second to realize what the theme was, but once I did everything made a lot of sense. I think you did a really good job at capturing the atmosphere of the source material. The only major bummer for me is that it almost felt like the coaster was a supporting element rather than the focus. 85%

  • AmusementParker%s's Photo

    Paint the Town Blue is an impressive and detail-rich map, even for those (like myself) that are unfamiliar with the League of Legends / Arcane universe. The dedication to storytelling is clear throughout, with strong architectural moments and constant visual interest around every corner. As a maximalist, I really appreciated the abundance of movement and layered detail—it gives the map a dynamic, lived-in feel. Shimmer Rush is a fun supporting coaster that adds to the energy of the space. While the darker color palette isn’t typically my preference, it fits the theme well and contributes to the atmosphere here. 

  • SSSammy%s's Photo
    As part of this series reviewing the fantastic NEDC6 entries, I will enter into a commentary on how the builders have decided to approach using Pacificoaster’s layout, and how those decisions compare and contrast one another. I encourage reading all my reviews on NEDC6 to get the most out of this more fragmentary commentary you will find interspersed here if you find this interesting or desire clarity.

    I feel fairly comfortable saying you didn’t build this to win my vote, and that is fine. I feel I will be on the low end of this spread, as there is a wealth of skill and vision on display for those who can see past the aspects that I cannot.

    The architecture is fairly repetitive, but there are enough “landmark” moments, such as the diagonal roof structures on the ride station, to prevent it being too samey. I think I have less beef with the architecture than I do with where you decided to place them. The main example being one of the more generic towers obscuring the barrel roll from the “main” angle (“Inside L”). I can stomach the more interesting tower obscuring it from the opposite angle, but this tower just doesn’t pay the price to excuse blocking that angle.

    I find the overall density and colour choices to be quite suffocating. I think a less dark palette could have helped. I don’t think there has been an application of these dark palettes I have thought made the viewing experience easier or more pleasant. I think the macro of the building placements worked against some of the better composition decisions you were making (as discussed above). I think reducing the density of buildings and using different techniques to imply a choking environment without choking the viewers perspective would have helped. I understand this is a challenge and may just be something the builder has to take on the chin for taking on the challenge of this theme.

    There are also some great moments of integration - overall I love your decision to fully integrate the ride. I always think that is the more interesting choice. You, of course, leapt at the opportunity to cross over the entry to the cobra roll and made the most of the corkscrews and the surrounding elements. You are one of the only builders to have capitalised upon the dive-loop by allowing the climax of the rapids ride to interact with it in a way that would be super thrilling for guests. The loop, however, continues the broad pattern of being unaccented as it remains hard to access.

    I believe the main viewing angle to be the dominant “Inside L” angle where we look into the corner of the pre-drop as the station signs favour this angle along with some of the non-headline moments of the main layout and the interesting launched supporting coaster.

    The spray paint and graffiti around the park are excellent splashes of colour as well as great storytelling within the environment. The overall shaping of the landscaping and the fog along the map edge shows your eye for composition.

    Overall I felt this showed a lot of skill, but the macro decisions and the colour and palette choices made this a challenging viewing experience and made it a much less fulfilling viewing experience for me. Hoping the next big swing you take is more to my tastes, Scoopy, because I think a lot of interesting choices were made here which I hope others enjoy more than I.

    Score: 70%, with great pain
  • Jaguar%s's Photo

    To be honest, I was a little conflicted about the inclusion of a togo in this... I feel like the inclusion of two coasters kinda pushes this into park territory, but it's nice having a supporting ride, I just wish it interacted with the main coaster. It does serve as a nice pink to the B&M's blue though.

     

    Paint the Town Blue does have a lot of cool interactions, probably the most out of any entry so far. I like how the ride twists around the monorail, paths,  goes in and out of buildings, and travels above the river rapids. That makes it a lot more interesting to follow and would probably look amazing from the perspective of the peeps. One minor complaint I have with the ride that wouldn't affect the scoring if I were to rate it, however, would be that I wish the music was louder as I can hardly hear it, and because I'm not as old as Steve, I know that's not because of hearing loss.

     

    If this park delivers on anything, it's atmosphere... this park feels perfectly grungy and dystopian; the brown and grey is a perfect contrast with the coaster, paint, and certain peep scenes. I do, however, kind of agree with JK about the square shape of the map and overall macro, though I don't think the shape is the problem but the density. Most of the map is covered by tall buildings of similar color and design. I think if you concentrated the buildings and detailing in specific parts of this and had a less-populated outskirts surrounding the important parts, it would be more legible. As-is, it's a great map and the scoring almost feels too low given the amount of content.