Park / ethan
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03-October 25
- Views 1,190
- Downloads 43
- Fans 2
- Comments 23
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82.50%(required: 70%)
Gold
Babar Tapie 85% no CedarPoint6 85% no G Force 85% no ottersalad 85% no pants 85% no Scoop 85% yes Turtle 85% no chorkiel 80% no RobDedede 80% no RWE 80% no deanosrs 75% no posix 60% no 82.50% 8.33% -
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This park is so incredible it crashed my pc. But seriously wow, I'm pretty out of the loop on the lore of this but this was a huge surprise. Just a mastery of texture and micro that I don't think we've ever seen before. Urban settings like this are really tough in isometric but you just nailed it, huge props guys.
Not my thing at all, sorry. The sarcasm felt ill-advised, bitter, at times even inappropriate. I'm generally not a fan of what happens when the meta community joking goes too far because it's forceful and unclever. It made a bad reflection of this park for me.
Skyscrapes of this size are just in the way inevitably. To manage that vertigo well has been close to impossible, and it's failing here unsurprisingly, given it's a group park where it's even more difficult to handle this. As a result some of these felt like micro maps stitched together, creating and array of towering object stacks to no real benefit.
Some of the greenery and general design had merit though. The flat parts were interesting in that you used different objects for once, and I thought the container ship was funny given how instantly recognisable its Floridian creator is.
I "understand" the desire to go ham sometimes. Just here you overshot and went with it because there was a deadline.
Love this map! I want to see more large scale city scapes because of it. I remember seeing this during the building process when it was just Walto and was really impressed. I do wish (and this is more of a fault of it being part of the contest) that there was no park aspect because some of the rides feel forced. But the sheer scale really kind of negates that for me.
I think it's a highly creative map, with lots of really cool and innovative things. It's immersive and full of really nice details (the metro/tram falling for example). Architecturally, it's also very beautiful, with special mention for the station, the church and the docks. To sum up, I love the atmosphere here!
Really great work, I didn't think my attention would be held for so long with this type of map, which can seem repetitive at first glance.
OK actual review now that the ethan chain is broken. This to me is one of the gold standards of how you can really crunch up the DKSO bench along with Stonehenge and Walto's Memphis Kiddie Park. Foliage throughout is gorgeous with classic chunky Walto trees and fantastic use of that transparent bamboo. There's a lot of unconventional object use like the broken wheels and mine cart track that really adds a lot to the texture throughout this map. At the same time, the normal harbor wall piece works so well as an overgrown road. In general Walto is just a beast at making great use of the last objects you'd expect. Architecture and infrastructure are dramatic and overwhelming, but some of the larger skyscrapers range from repetitive to hard to read (as cool as the idea of the fallen skyscraper is). Funny enough, the most notable ride to me is the one that guests can't actually ride! The highlight of the map for me is Josh's bigass boat with the wild mouse tucked in and the containers everywhere. Also really cool seeing Leon and Andrew try their hand at the DKSO bench!
I'll admit I didn't exactly get a lot of the names or the narrative behind this park. I know Walto and cryptic narratives go hand in hand but still. Also as Posix said, the skyscrapers do make it a little difficult to explore the map at times. There's a lot that can slip by you due to how they obstruct the view. Hard to avoid when tackling a city theme like this. The rides are also a little hard to notice on first glance. Overall 80/no from me, great work boys!
This is what happens when you let Josh on your park, trust me
I agree with the architecture comments. It looks fantastic from that perspective. The rides felt hard to follow otherwise or "shoved in" besides the wild mouse shipping container coaster. I love that thing. From a texture perspective, if some things had a minor break in texture here and there, I think the map would of felt better; IE around the water and maybe in how some buildings are constructed
Appreciate those who checked this out in game. We had a blast stepping outside of our comfort zones a bit and building this together.
No need to look for any narrative or cryptic meaning behind any of it, because none exists. We named things as we went and never bothered to change them. i think sometimes we take this game a bit too seriously and expect more from it than we should. This map simply boils down to "lets help walt finish his The Last of Us inspired overgrown city despite none of us knowing anything about The Last of Us, so we're just building a cool overgrown city and giving rides stupid names because we're having fun together and can't be bothered to cobble together a tight narrative that retroactively fits what we've already built so far"
Looking forward to checking this out, some of the screens Josh was showing me were unreal. Congrats to the builders!