Park / Skyrush
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03-October 25
- Views 1,012
- Downloads 40
- Fans 0
- Comments 13
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65.50%(required: 65%)
Design
RWE 75% CedarPoint6 70% Recurious 70% Scoop 70% Terry Inferno 70% Babar Tapie 65% chorkiel 65% G Force 65% deanosrs 60% ottersalad 60% pants 60% posix 55% 65.50% -
Description
This is my recreation of Skyrush at Hersheypark. In this park, a termite infestation on the classic wooden coaster Comet went undetected and therefore, the iconic wooden coaster has to be removed.
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![park_3143 [MM2014 R1] Parkouroaster](https://www.nedesigns.com/uploads/parks/3143/aerialt2757.png)
![park_2403 [H2H6] R3 - RevoLLutionists - Concrete Jungle](https://www.nedesigns.com/uploads/parks/2403/aerialt2138.png)

Congrats on the NE debut Jan! Its a very nice park. I really like the recreation of Skyrush here, only issue is the drop shaping is a bit weird for my taste, but other than that its really good imo. Palette is a touch too washed-out perhaps. The stadium is pretty cool and theres some other really nice ideas in here. Good work! Hope to see some other people chime in here too!
Super cool, I like the coaster quite a bit and the detail with the train to match to the real thing. I think the oversized carousel sticks out a lot more than I'd like it to here and think a flat ride carousel decorated might of worked better. The other flat rides are creative, but the color choices maybe needed more dulling to avoid sticking out like the red flat ride. The swinger looks nice though and the buildings are pleasant.
Glad to see you on NE! I've been absolutely loving your DKMP work and I'm super impressed at how good you're getting so quickly. Skyrush seems true to form and using the single rail cars as spacers is genius. I'm not sure what the decision was to have termites eat Comet alive, but it's very convincing down to the termite mounds and little golf ball termites scurrying around. The hockey rink cutaway is also a bold move and I love how the interior turned out. I'd definitely feel comfortable calling this a Design.
I'm planning a trip soon to Hersheypark, so this is a good primer.
Shame the termites got to Comet before I could get there. Those termite mound details are pretty funny, good touch. I laughed at the mechanic hanging from the lift hill.
The coaster was a fun ride, I'll report back with a comparison after I've visited the real one. Looks like a well done recreation, based on the maps and pics I'm looking at!
Good to see you share on NE. Welcome!
I think Skyrush itself is neat. Pretty successful recreation of the coaster I'd say. Bummer to not have Comet up and running though, I think having it interact with Skyrush was a huge opportunity missed. The carousel building also seemed to be a bit under detailed and oversized. Probably would've gone with a smaller tent and then surrounded it with the covered walkways/colonnades like IRL. Having said that, the ice rink was pretty cool to say. Unique for sure!
Either way, very solid layout and look forward to seeing more from you.
Very nice layout. I understand it's a rec, but that's still hard to do with a coaster type that has no inversion elements or anything. I also liked how you placed it against the hillside and water.
Stylistically I didn't enjoy this too much. I thought the design choices were a bit too simple and lacked artistic merit. The trackitecture throughout also seemed too formulaic and technocratic to me.
I think you need to embrace more organic designs.
This is actually very solid Jan. It feels very accurate to the real thing. I do wish that comet was also included in its entirety but I understand why it isn't and this is a clever enough work around. I think you should focus on making your architecture more cohesive in future builds. You have the forms down for the most part, but a lot of the texturing clashes and stands out in a bad way. For instance the skyrush station uses 4 different textures 2 of which are different brick sizes that contrast against each other. Regardless of my feedback, this is a fun little design and a great entry point onto the site for you well done and I hope you continue to post more!
I'm not calling you out on this, I'm more so just curious/confused about the term technocratic. You've used it multiple times now and based on the definition it doesn't make sense to me. Is it an artistic term that I may not have heard of?
It is a little sterile. It reminds me a lot of early CSO, with a relatively blocky, just-slightly-larger-than-normal scale, lacking in detail but still confidently getting its point across. It also has a kind of clunky old-school map trimming, which leaves too much space around the design in spots and not enough in others. I don't know if the termite thing is a reference to something (to my knowledge Comet is still operating? though, the termites moving around are a cute touch) but I think it would have added a lot of dynamism to this map, as the coasters are so intertwined. Even though I know it would be weird with two designs in one... well, design. The trains are very clever, I don't know exactly how you've done that but it's very convincing. Support work is solid modern DKSO stuff. Congratulations on the Design win.
Congrats on the release and welcome to NE! Sensing big things!
@Scoop, I admit the word is a little too borrowed perhaps.
Ling touched upon what I mean quite well. I mean technocratic as a tendency to over-rely on technical expertise, in our case typically RCT hacks, with the hope to sell these as features.
To me they hold very little value. Value for me arises when people search within themselves for artistic ability, aesthetic achievement through careful and (ideally) passionate combination of shapes and colours, for whatever it is they're making. Especially when you're a beginner, this can be hard, and not seldom frustrating. I still think it's crucial.
So a stacked fence out of trackitecture, a hacked peep scene, a wild palette, a shoestring trick, etc, typically achieved because new ORCT2 plugins or updates make it (more) possible, kind of do nothing for me, or worse yet look bad because no consideration was given to whether they look good or not, simply because you wanted to add that hack.
Ahh Okay. Thank you for the explanation. That is much clearer and makes more sense to me now. Hopefully that helps anyone else who was confused too, haha.
Wanted to let the dust settle a bit before I commented, since I already reviewed and saw this design. This is a really nice first submission. The obvious standout to me would be the trains on Skyrush. Still impressed at how seamless and convincing they look. I also dig the supports on Skyrush quite a bit. In fact, I used them as a reference point for my own supports in Altus Silva since I was hitting a roadblock on how to get the I305 style supports to taper. The building in the righthand corner looks solid.
I agree with most of the criticism above. Drop profiling - needs to be extended down at least 3-4 more vertical track pieces to look natural. Some of the surrounding structures and rides look fairly basic, like the carousel roof. Overall, I think the park is upheld by coaster, but since the coaster is a success, I would have landed at a 65%. Congrats on the design award. I already know what your next park looks like, but I'm eager for the NE community to see it.
Congrats on the Design for your first submission. Love the coaster and I realize the termite invested coaster remains help tell the story but it actually took away the feel of the area. Its a well maintained park (based on the other attractions) that having the woody remains does not seem like it would fit for me around a signature operating coaster. That said, I do wish I could see more of the park. Congrats on the design!