General Chat / Your "ism" in Parkmaking

  • posix%s's Photo
    Realism.

    I try to make parks that look natural and that fit into the game. Meaning a park which actually looks like a park and where the hacking is kept to a minimum because it's generally unnatural to the game. I believe that RCT was made to create theme parks and not to cramp things together like they just come to your mind (may it be objects or buildings), also called "fantasy style parkmaking". No offense to those who do it but I think it's counterproductive as it's not what RCT was created for.
    That's just what I believe though, so don't turn mad.
    I admit that fantasy parks are probably way more fun to do but since their look doesn't appeal to me, because of the reasons above, I chose to do realistic parks.
    Which, if they are done well, can literally stun me like Schuessler, SAC and RRP managed it.
  • Pym Guy%s's Photo
    i like realism in my parks, but i also like fantasy.
  • thorpedo%s's Photo

    you won't ever see a park from me that doesn't have something, new, daring, or controversial.

    but in others (Thrill Town, Realm Of Enchantment, Port Adams) it was almost a new style of architecture.

    Duelling Desperados was IMO the best impulse out there at the time.

    I adivse you to download it if you're at an RCT standstill.

    A style I haven't tackled before, but a pretty nice result.

    Well, there's my little post giving a small insight on some of my RCT work.

    Great.

    Its so nice to know about your RCT work. I'm proud that you decided to give us some insight on your terrific world inside the game.

    Oh, and I'm also glad that you think so highly of yourself. Yes, I'm at an RCT standstill...so I'll go download Warlock. Thanks!
    [/heavysarcasm]
  • sircursealot%s's Photo
    :p
  • Meretrix%s's Photo
    Here's a new one.......

    Pym's not funny - ISM
  • Pym Guy%s's Photo
    Meretrix can't take a joke.
  • x-sector%s's Photo
    Ummm I wouldn't know mine
  • Meretrix%s's Photo
    Here's an even better one.

    I can take a joke as long as it's actually funny-ism.

    And another one.....let's stop this right now and just get along - ism.
  • BigFoot%s's Photo
    Boredism?

    I probabally have enough ideas to start a new park everyday, and theirs times when i have done that, but i usuall get bored of them within a few weeks, and they never get finished...
  • Pym Guy%s's Photo
    don't be mean, Meretrix
  • theforceofg2003%s's Photo

    Boredism?

    I probabally have enough ideas to start a new park everyday, and theirs times when i have done that, but i usuall get bored of them within a few weeks, and they never get finished...

    Excactly me

    i make a park finish half, then maybe just maybe do a bit more and it'll never get done
  • mantis%s's Photo
    *shakes fist at posix*

    yargh!
  • Dixi%s's Photo
    wow-ism?

    Dunno realy, I just try to create my things like nobody has before, usualy this means the scale is quite large. The detail is not overly done, yet it is deffinetly in abundance. Every aspect of my parks has a story and a theme, and almost all of my stuff utalises landscaping on high level.

    Other than that, im just voodooism.
  • Corkscrewed%s's Photo

    Like Corky, it'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.

    Mine was experientialism, not experimentalism.
  • sircursealot%s's Photo

    Like Corky, it'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.

    Mine was experientialism, not experimentalism.

    Please accept my most humble apologies O (Cork)Screwed One!
  • Corkscrewed%s's Photo
    Haha. Apology accepted, Sir Cursealot, O Epitath-Uttering one.
  • Coaster Ed%s's Photo
    Mine used to be naturalism. That's still a part of my style but I've encorporated a lot of other styles recently. Naturalism is basically the designing of landscaping and trees/shrubs as if they were grown naturally. It's basically like a Japanese Garden where it's carefully designed to look natural. The opposite would be a formal garden with lots of square patches of flowers and hedges, etc. Corkscrewed does a lot of that style and that can be nice too, but I just have a tendency to make my themes look overgrown and natural rather than well-maintained. I don't think a lot about peep prespective. I don't build parks from the details out, I build them from the general structure into the details. So I build all of the landscaping for the whole park. Then I build all of the paths. Then I decide what ride goes where and build all of the rides. Then I decide where I want the buildings to be and I usually put raised blocks as space holders. Then when I'm totally happy with the outline and everything, I go over everything with the details and work on the architecture. I also tend to think of my themes in small portions. So I want a bridge going over a waterfall and I want a large fortress on a cliff and I want a ride that winds through a forest and then I just find a way to link all of those elements together. Kindof like a theme collage. The theme is unified because each of the individual scenes fit the theme, and the arrangement of the themes is well-planned because I do all of the arranging first, but I rarely think of a whole section as one big chunk of theming. That's why all of my buildings are a little different because each one is like a seperate theme within the general theme. I also try to do themes that pertain to something I've been reading or studying so I can think of a lot of cool scenes and I try to do themes that nobody has seen before because that keeps me interested in building it. I could call this monumentalism because it sounds cool, and Cork will find this funny because I'm taking his word again ;), and sections for me are primarily just a way of linking together the seperate pieces. Each building, ride, or theming piece is like a seperate monument and the themed section is just what links the pieces together. So while Cork thinks of the experience and aero thinks of the atmosphere, I think of the major landmarks and theming scenes and then link them together.
  • Rct Flame%s's Photo
    2X2-ism.

    Everyone yells at me for doing parks in 2X2, but it's the only way I look respectable in parkmaking. And I like how it looks! But apparantly no one else does.
  • Drew%s's Photo
    Procrastinationalism and Realism for me.
  • gir%s's Photo
    try-it-for-yourself-ism:

    Closely related to inspirationism... Look at other parks and see if you can reproduce the same effect using your own ideas, themes, and parkmaking concepts. For example I might look at uhhh a fishook, study it, and then eventually reproduce a working one. From that you gain knowledge in hacking, etc even if it is exactly the same. However you can then apply the same idea to making a shuttle loop and then you can sort of call it your own.

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