RCT Discussion / FUNDAMENTAL FOREST! Youtube series for beginners!

  • Lurker%s's Photo

    Haven't had the time really to watch all the way through all of these but what I've seen is really good, I've already l got some good inspiration from it and I actually know how to do the sloped fence without cheats trick now (Thanks for that!)

    And I'm already seeing people building stuff from this (The really cool park with glass elements above and a park on DKMP) so I'd say it working well. The park you're building looks great too, hope you'll have the time to keep this up.

  • SSSammy%s's Photo

    Just catching up after a busy week - 

     

    Looking great helmsdeepstate, loving the direction you've taken with that decorative lake, the carousel on the water looks very iconic! that schwarzy looks cool too, reminds me of something like mindbender!

     

    But here's the headline; as usual i uploaded a vid on saturday! the schedule as it stands right now is every saturday at 7pm british time

     

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    In this episode I do some live building which has gone down well in the comments I am glad to hear! Thanks to users like Faas and everyone else who gave feedback about that! 

     

    https://youtu.be/Zb0_YHRYPow

     

    as always, likes and comments go a huge way to spreading the word of our lil community, so they are always greatly appreciated!

     

  • SSSammy%s's Photo

    Crumbs! things have been up in the air recently and i have not been doing a good job of keeping everything up to speed - but I have managed to upload every week! thats pretty cool! and it is also the thing that counts most.

     

    Three episodes to update you on today - in episode 6, we begin laying down the groundworks for the pirate area, watch here:

    https://youtu.be/fn0EF9QToJQ 

     

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    In episode 7, we give an in-context tutorial for foliage! not to mention the sick vekoma flyer we build! watch here: https://youtu.be/o05kPeNKdmk

     

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    And in the most recent episode, episode 8, we flesh out the pirate area and work on a surprisingly convincing no hack pirate ship! some cool tricks in here that i never realised were possible! watch here: https://youtu.be/LkczLO42n4k

     

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    thank you all so much for all of your likes and comments, as well as subscribing to make sure you catch it each week. all of these small acts helps youtube learn to show the video to people like you and me, people who would appreciate being part of our community.

  • helmsdeepstate%s's Photo

    I've really been enjoying the new episodes, SSSammy, and I've been working on my park a bit more. I've been traveling and working a bit more than usual, so haven't had much time myself to post. But here's to fixing that!

     

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    I've been focusing on two areas in my park. The first section is based off of that Schwarzkopf I built earlier. I thought it would be interesting if this is an older part of the park that has more flat rides and cheaper coasters and other tracked rides. I'm mostly just goofing around with the theming and would love some feedback or ideas particularly on that part.

     

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    The second area was initially based on the glass idea I was using around the entrance. One thing I love about zoos is when they enclose part of a water habitat with glass and you can go down and see manatees or dolphins or whatever swimming underwater. I thought it might fun to imitate that with the submarine ride, and then I thought it'd be fun to have a coaster that appears to go underwater, as well.

     

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    After watching SSSammy's great interview with Steve, I think the thing I'm struggling with the most is macro. So, I sat down to plan a bit more, and I realized that, because I've never done something like this before, I don't know what I like and what I don't like. Seeing more examples in this series, in the parks from the Steve interview, and in other parks around New Element, I'm starting to get a better idea. I think I'm at peace with the idea that the macro (and other things) for this first park might just suck a lot but the act of doing it will help me better understand what I need to do differently next time.

     

    As always, I warmly welcome any positive or negative feedback!

  • posix%s's Photo

    Glad to see this. I think you have more macro going on than you think. You've clearly crafted ideas for rides, terrain, water and path to interact with and enable one another. You also don't use straight lines and have an instinct for organic layouting. So you think of life instead of trying to execute rules, like we would see with people relying on symmetry and straight visual organisation. So you already have very good fundamentals not all new members bring. The lack of experience you mention can be worked on like you said, and as you explore design options more and more, you'll automatically hone those skills along the way.

  • SSSammy%s's Photo

    am i going crazy? i swear i wrote a whole essay and posted it in here earlier. i guess im writing it again!

     

    i'll begin by echoing what posix said. the advice from the goat should never be underestimated.

     

    I am really liking the macro elements in what you have built so far! i love the way you have used water and landscaping to heighten the presentation of your rides. the blue diver is very cool, love to see a cool fantasy layout.

     

    your use of landscape and path to interact with your coaster there are already very developed, which can sometime be something people struggle to grasp even after many projects. so great work there. overall im very impressed with your macro. so if you're continuing to persue improvement with it, im very excited to see what you can do!

     

    i think the constructive criticism I will give is that the section with the coasters over the black and white ground is missing that consideration you have given to the other sections. it becomes quite square in its presentation, with your coasters boxed off away from everything. there isnt necessarily a problem with that, as it can be quite realistic, we have to consider how we are going to heighten them to prevent them from being boring. that often means pulling other tricks out of your toolbox to bring them to life. also the corner with all of the queues next to eachother would be an absolute scrum. moving at least one of those rides somewhere else would do you an absolutel universe of good - negative space is often the key to all this!

  • SSSammy%s's Photo

    Fundamental Forest episode 9 is here! find it at this link! https://youtu.be/FirIz1rU1Tc

     

    In this episode we discuss something that can go a bit unspoken - what do we do when we aren't inspired?? the fact of the matter is that humans can't blast on all cylinders all of the time. so what do we do when we want to continue making progress? perhaps during a competition setting like H2H or a Deurklink contest? we talk a lil bit about it this week, check it out!

     

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