Park / [NEDC6] Paint the Town Blue
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02-May 25
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- Downloads 40
- Fans 0
- Comments 14
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Description
-Welcome to the Playground-
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No fans of this park
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Full-Size Map
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Download Park 40
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Objects 2
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Scoop dives into a dark underworld painted with neon pink and blue hues, capturing the rebellious heart of its shadowy setting.
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
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%
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%
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.
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
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.
I think I was missing the context of the park and its theme. This is so difficult isn't it, to get the right balance - how much do you go into an IP in the game, do you keep it generalized, or try to be specific and communicate to a viewer who might be unfamiliar with the source?
The park shone in a few areas for me: I loved how there were plenty of supporting rides. I don't think that makes it a park, just because the coaster is kept as the clear focus of the map from the lovely bright blue track.
The great thing about having a supporting coaster, rapids and transport ride is the amount of interactions this opens up between them all, and there's so much of that here.
The architecture is wonderful - it reminds me in a good way of Corkscrewed parks back in the day. Bold sizes and shapes and bright windows.
This one, for me, could have easily jumped up 5% with a few more tweaks so I understood the theme better. I loved it all the same, and it's obvious that a lot of love went into it, and there are so many wonderful moments in the entry.
The theme is awesome here. I really enjoy the choices you made to put Arcane onto a map - between the music choices, graffiti, and overall denseness there was a lot to discover here. The only downside to me was the way brown was used - I think if you had deviated or considered other colors for the roof (or the path although I think the path looks great here) it would of made it much easier to read. Granted, Arcane has a dark tone over it in general, but some sort of compliment to brown may have elevated the readability quite a bit. The buildings felt a little directionless to me - there's some that are very, very strong (like the one with the eye and the tower with a half diagonal bridge), but then there's some I felt could of used more time or maybe be omitted in favor of "neutralness" similar to your rapids. Since this is a contest where you really have to build quickly, I give you a ton of kudos for pulling off an ambitious theme and really appreciate what you built here overall.
PAINT THE TOWN BLUE
Aha reading from the comments it's based on some kind of IP (tv show, movie?). Wish you had included some explanation of the story in a readme because I'm not familiar with it at all.
That said, it's just a really good piece of rct. The architecture is done really well and I love how the coaster is embedded in this dystopian city. Interaction to the max. The blue also works well in this dark environment.
The Vekoma junior launched was great too, really flowy and punchy layout. Would be a joy to ride in real life. Good job Scoop.
Wow! I really loved this entry! Everything was pretty well made and the macro was overall solid which I would expect from you. The atmosphere was also pretty great! I was a fan of the dark palette with the neon accent colours. You also achieved some pretty amazing interaction with the coaster layout like this section below
I will say that this park also feels more like it should have been a spotlight submission rather than a design. The supporting rides and other support coaster are fantastic. I feel like the focus is more on the theme and environment, and the main layout doesn't exactly serve to tie everything together like I'd expect from a design. Regardless, this is fantastic work.
Landscaping and Foliage: Not really too much for me to complain about here. I like your choice of Ficsh rocks. In some spots they maybe could have used some more variety but overall it was well done. The foliage was also pretty well done throughout. The green water was well-utilized and worked really well with everything. I really like this little scene with the rocks jetting out from the void
I maybe would have liked a bit more foliage and landscaping throughout to break everything up a tad but overall it was really well done.
Architecture: Again really solid overall. All of the forms you used were really solid and the colours were again great. I loved the pipe motif throughout the whole park. This is one of the better executions of that industrial pipe theme that I've seen. The forms on this building below were impressive to me
I feel like everything could have used that extra level of detail throughout. some more string lights and supporting details on the buildings could have gone a long way to elevate this to being top-tier quality.
Overall: I would rate this 80%. I really enjoyed this project and you should be proud of this park:)
I must say, I had to look up the theme to this map at first, and I’m glad I did! It is a cool take on what appears to be a video game song(?). Either way, the grimy, industrial, almost dystopian(?) graffiti aesthetic shines through, and it’s a cool change of pace. Overall, this entry is enjoyable, but I think there are a few points where there could have been improvement. For one, from 30,000 feet, as it were, the forms of the entire map (both its layout and the buildings, which are 90% of the map), are very square and rectangular. This effect is only amplified by the fact that many of the buildings are very large, which leads to each peep feeling extraordinarily small, much more than they are so usually. That is not to say that there weren’t any cool architectural moments - there definitely were. For one, the massive tower that connects to the angled bridge was a huge highlight, as was the coaster’s station with the glass viewing area to allow the viewer to see inside it. The best way I can summarize this map is that it is uniform in its aesthetic and eclectic in its forms, which both leads to somewhat of a sense of immersion and occasional repetitiveness. Still, I enjoyed it overall!
This was one that I found pretty hard to judge.
There is a LOT of stuff on this map, content-wise. Up there with anything in the contest. I think overall I just found the stuff a liiiiittle samey? I think I was missing a few extra touches on top of the base layer to differentiate things. This, coupled with the overall dark vibe, left me feeling slightly like it blended together.
My favorite parts of this map were actually the less built up ones - the area over near the dive loop with the long open bridge was really cool. When the map got dense I found it a little hard to tell what was going on.
The other thing that kept me from scoring this higher was that the blue/pink/neon green colors do clash, and this makes the viewing experience a little uncomfortable. Specifically the green didn't do much for me overall. I do see how this is critical to the theme, but wonder if there was a way of doing it differently.
I've focused on the negatives here which isn't really fair - overall this is a content-rich map that deserves to score as high as it did. The skill level is obviously there, and I feel like with a few stylistic tweaks it could easily have scored higher for me. In my notes I had "feels like this is so close to being something i'd love". Deserved design though, congrats!