(Archive) Advertising District / Disney's Worlds of Adventure

  • leonidas%s's Photo
    Detailed architecture is definitely my thing, but this is too messy. There are some weird rough edges that don't fit the curved 'perfect' plasticness of Disney. While being a tad dramatic, disney architecture always has a certain clarity to it's ornaments, they are elegantly ordered and their placement is somehow aesthetically logical. Definately refine that black border, it looks really indelicate right now.

    I do like the pathing, planters etc though. ;)
  • Casimir%s's Photo
    Ah, you gotta love NE and the ever so polar opinions =D

    InCities: Thanks! Yeah, it's basically the only thing still bugging me about that area, as the steps issue has been taken care of already yesterday evening.

    SixFrags: It's 200x200. I haven't ever even come near any object limit yet, so that's about the only factor I can't really estimate. I have, however, already planned out an alternate park layout with 2 of the original areas transferred to an additional map. Thanks, that's what I'm going for =)

    Liampie: Fair point. I even completely see what you mean - it just isn't a real problem in my eyes, though. I'll keep in mind to not overdo different path types in the other areas, though. Thanks for your critique!

    Pacificoaster: Same as with Liam, I see where you're coming from. Just out of curiosity, can you pinpoint what exactly it is that's giving you that certain "Disney feeling" about, let's say, a Mainstreet building from one of the parks?
    Perception is always different from person to person, I'm interested in what others connect that feeling with!

    highroll3r: Yeah, I think I'll try another approach to the second story later. Still at University right now, though. The glass pane thing is another valid point, especially on a peeps-scale. I also already have an option for that in mind, let's see how it translates later.

    posix: I know that you're not TOO happy with massive detailing in RCT ;) But I'd like to elaborate on the color harmony you're talking about. Is there any particular color combination that throws it off for you? As with perceptions, the theory of colors and color harmony is different for everyone =)

    leonidas: Yeah, I agree, that "curved plasticness" is incredibly hard to mimic in RCT. I think we might have about the same understanding of Disney architecture, I really get what you're saying! So - basically everything except that black border? ;P

    Please keep the answers coming! =D
  • trav%s's Photo
    I don't really have an opinion about the paths, I think this is too small a screen to give you a real idea of what it looks like fully.


    But I'm not feeling the archy, it doesn't look bad, but it doesn't look Disney. I think that's probably because I'm not sure what the theme of it is. If it's meant to be a typical main street type thing, it looks far too modern and not art-deco'y enough I think.



    If you ever need any help on the map you know where to find me ;)
  • posix%s's Photo
    Hmm, I think you create too many different entities with the colours. I like it when one dominant colour is used to create a group of things. For instance a BM with red supports, red catwalks, dark red handrails in the queue and station, and then, light blue track, dark blue station roof, etc. I think paths, rooves, "service items" (supports, handrails), etc. should be identified as a group of things that belong together logically, and then you assign a colour to them that can then vary in shades. In your screen, the colours are all over the place and everything has everything.
  • In:Cities%s's Photo
    ^ Well said. Interesting that you would point something out like that, as personally thats what I have been striving to do with my newest work in terms of color. Still have a lot to learn!
  • Casimir%s's Photo
    It's up for grabs.
    [attachment=15420:DisneyWOA.zip]

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