General Chat / Your "ism" in Parkmaking
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24-October 03
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Corkscrewed Offline
If you had to describe your parkmaking style as one "-ism" what would it be and why? Enlighten us.
Me: Experientialism
Lately, I've found myself designing the park enormously from the peep's point of view. Essentially, the best way to explore the park is not from the birds-eye isometric view, but rather from a ground-based perspective view, like RCT GL. I've slowly been changing to this style for a while, ever since I started working on Crestland Heights, but now more than ever, I'm putting detail in facades, etc... That's one of the reasons I think flat roofs aren't too bad. Most buildings have them and you never really see the roofs anyway. Ideally, I'd like people who look at my parks to pretend they're actually in them and explore them from the ground, not the sky.
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rctfreak2000
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Realism
This has two different meanings for me, really. For one, I've been working at trying to move on from the storyline parks I've been accustomed to doing, so for those of you who care, Riambi is my last, and I've already moved on to my new park. I'm practicing realism in my buildings, and in my park layouts a lot more now. I think this has proved to be quite a jumpstart for my parkmaking, and I really do have to thank Posix and CoasterEd the most for it. The other meaning of realism for me could also be put as, I am a realist. I think realistically, knowing what can and should be done, and what shouldn't. For instance, I'm not looking at things anymore saying that a well is really a portal to another part of my parks (forgive me Blitz).
-Freak -
Meretrix
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I have to agree on the "peep perspective" thing Corky. A lot of people did not like the fact that DTA had facades and flat roofs. But the truth is, most amusement park buildings have flat roofs, especially restaurants (to allow for ventilation piping). So, do we design for isometric or peep view. I've always been of the mindset that I want to experience the park the way a "peep" does.
My -ism..........Well at the moment it seems to be "Disney-ism" (hey I think I made a new word.)
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CoasterkidMWM
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Making-Suspended-Coasters-ism
Just wait till Iris releases the next batch of runner up's and I get pissed because my park didn't make it and I release the park... -
Critic
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Learning-ism...
I think I can learn to adapt and build things with the guidance of a "mentor" or someone just helping me out a little bit. -
Andrew
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Impressionism
Not going into the full detail of every aspect of the architecture, but putting just enough in to get the point across. Only adding enough detail to let you mind blend it togther and build the park as you would see it if you actually in it and only got a lfeeting gmipse, the impression it would have on you. -
aero21
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Atmosphereism
I go for what makes the park "comfortable", you can almost say of a few of my parks that they strike a certain sense of "I feel like i have been there". It's a unique style that no one has been able to copy or adapt too, which makes my parks stay in a world all their own. -
thorpedo
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trysomethingnewandweirdism
^Exactly. Lately I've been experimenting with REALLY weird themes and tiny hacks and stuff. And its been cool. I've been learning alot about the important aspects of the game, and learning how to be OK with experimenting.
It helps my creative genius. -
Meretrix
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I'm thinking you might want to practice "Calm-Down-ism" my little blue background Anime Avatar boi. -
sacoasterfreak
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Impressionalistic-Realistic-Stonedism
Ive always built my parks from the peeps point of view, but that also doesnt necessarily mean flat rooves either. It all depends on the theme. I actually cant stand these people that insist on putting insane detail on rooves, like checkered paths, and bullshit like that. Its understandable if you can see it from the paths, but alot of times these idiots just put shit on rooves for the hell of it and it annoys the hell out me, AHHHHH!!!! -
mantis
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I'm the opposite to Corky. I build from a game-perspective. You could say I even deify myself.
Hey, I like the sounds of that! -
Ablaze
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For me it would be Enjoyism
When I am building I build things because I enjoy building them. I hate creating something which I don't like doing or something which is'nt to my tastes. I kinda create things which I would like to see in parks, or things which could exist in a fantasy themepark. -
sircursealot
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Unlike Corky, mine's experimentalism.
I'm always trying new themes and styles, and you won't ever see a park from me that doesn't have something, new, daring, or controversial. For example, Mystical Utopia my RCT2 solo brought in some new themes with a different way of theming. The architecture was a bit poor in some places, but in others (Thrill Town, Realm Of Enchantment, Port Adams) it was almost a new style of architecture. I combined LL style land raising mixed in with RCT2 stacking style to make something new and daring. Thrill Town used simple but effective buildings. Both sections used lots of glass and nice use of curved walls. In Port Adams, I made wooden door wall pieces by stacking two gated fences on top of each other. Duelling Desperados was IMO the best impulse out there at the time. The broken bridge was something cool too. The Kalshaan Ruins used hedges, bushes, shrubs, and poles to give a standard single tile castle tower a ruined look. I also focused on peep perspective, giving something new every now and then on the car ride. The rest of the park used a conservative almost barren use of shrubbery and trees, inspired by Coaster Ed who showed us theming doesn't have to be dense to be good. Overall, the park was a failure among the standard NE-style fanatics, but a few people I've talked to really liked it.
In Project Warlock, I really let loose and each section was a reflection of my mood at the time of construction. I built what I felt. There would always be something new here and there. The coaster Cliffhanger was my pride and joy. It was unorthodox and IMO it made great use of the theming, buildings, and landscape. The Mars section featured odd buildings, a mix of different architectural styles mixed in with nice theming and lots of great landscaping to provide a quaint atmosphere. The green section showcased one of the most comical coasters built, the Angry Flying Lawnmower, which actually had track intersections to make it seem like it was actually doing some mowing. There's many more cool things about this park, even if it isn't the great overall. I adivse you to download it if you're at an RCT standstill.
When roomraider asked me to do a bit of theming for him (I could scarcely believe it), I decided to make two different urban / futuristic sections. One of them was still in the 21st century, while the other was past the year 3000. I can't really go in detail about this (you'll have to wait for the download, which won't be too far off) but I tried new elements and went beyond the ordinary. I've got two entries in the making for the NE Pro Tour, one in LL, the other in RCT2. The LL one will be entered in the wooden coaster competition. One can almost go as far to call it an odd mix between realism and fantasy. A 1920's style plaza coaster with dense fantasy style theming, using crazy colours, crazy, buildings, and flowers! The plaza is more realistic, but still has a small dose of fantasy. It's more ambient, as there isn't a huge range in colours, and is a bit more traditional. A style I haven't tackled before, but a pretty nice result.
My RCT2 entry will be entered for the alien themed coaster. Expect a ton of landscaping (and not just your usual boring rocks) and architecture that will feature a heavy use of glass and quarter blocks. Really, I just build what I want, and if many more people did that, the RCT community would be booming with jaw-dropping parks sprinkled with new ideas and a no-holds-bar attitude. Well, there's my little post giving a small insight on some of my RCT work. I'm looking forward to seeing some of the other responses in this great thread.
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