AD Releases / Sparkly Paradise
- 20-February 04
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Richie Offline
The park was great however, dont you think it was a little small for those 2 HUGE hotels? lol
I loved stealth, the woodie and the dueling mine trains, however the giga coaster didnt interest me at all, sorry
The architecture all around was top notch, i especially liked the buildings around your woodie. I loved the way it interacted together.
I would give you more feedback, but its 3:50am, my family all went to bed over 5 hours ago, the heating is off, so im sitting here freezing my bollocks off and i cant feel my hands. Overall great park! -
aero21 Offline
It was a nice park. The biggest drawback I saw was it seemed very unfocused. The coasters were well done (except the hyper) and interacted with the environment very nicely. The part with the hyper that bothered me was the turn after the first drop. I can honetly say that would hurt like hell. 200 feet into a small turnaround?, ouch! Your hotels were nice, but were too big for the park they are supplying. -
Critic Offline
I liked it, except for that the hotels were stance without substance. (i.e. There was an outside, but no interior.)
The treeing was good, and I liked everything else.
Overall, I'd give it a 7/10. -
Meretrix Offline
It was nice. I especially liked "the hub" off of main street. Very original architecture.
I think that the parking lot swallowed up too much room. I think the hotels were too large, and not very well thought through. Too many buildings there that looked identical. The tech sector of the park was cool. Again, You have really got a great style using TT's 1/4 blocks. Really thinking outside the box. The coasters were good. I liked the hyper, but I think there were too many custom supports on it. All in all, very good. Definitely a VP park. -
posix Offline
Nice park, Six Frags.
Most of the problems have been pointed out.
I think you need to improve your queue lines and path-layouts. Double-paths are definitely too small for your detailed style. They can't balance all the complex architecture.
Don't overdo the buildings. Like, the Top Spin had way too many buildings surrounding it. It was suffocating.
But anyway, if you keep releasing things and if you keep getting better then it's only a question of time until you're a parkmaker.
Good luck. -
Butterfinger Offline
I liked half of the park. The actual 'park' part was nice. Loved the architecture in the pirate section, and the themeing in the other sections was interesting as well. Didn't care for the coasters, but the surrounding atmosphere made up for it.
Using process of elimination, the part I didn't like was of course the hotel/parking lot part. The hotels were pretty plain, and both were really exactly the same thing, just with different colors. Yeah, the parking lot did swallow up a lot of room, and it was a bit boring too. On the other hand though, the way you did the roads leading up to the parking gate thing was awesome, and the parking gate itself was well done as well. I wish I could make realistic looking roads like that.
Lastly I must adress the park name. I know many people could care less about what you name your park, but personally I find it a very important aspect, especially for reference purposes. I suggest spending a bit more time comming up with a nice, creative name. "Sparkley Paradise" is rather awkward, IMO.
Congrats, anyway. -
Six Frags Offline
I agree with (almost) all comments on the park/hotels....he finally releases it...
It was actually my first park, and I'd completed it somewhere near the end of the summer (August?)... after that I slightly finetuned it, but waited a long time before sending it to a contest...
I was waitung for someone to say this, because I was worried about it to be too intense after building/reviewing the coaster...The part with the hyper that bothered me was the turn after the first drop. I can honetly say that would hurt like hell. 200 feet into a small turnaround?, ouch!
But the park attracts many guestsYour hotels were nice, but were too big for the park they are supplying.
Do hotels in rct have an interior?(i.e. There was an outside, but no interior.)
I noticed that too afterwards, but I liked it, and thought it was contributing to the Tech style I tried to create...I liked the hyper, but I think there were too many custom supports on it
I agree... I started with 2-wide paths with this park (don't know why), so I couldn't change it anymore when I wanted to...Double-paths are definitely too small for your detailed style. They can't balance all the complex architecture.
Let's hope so!!But anyway, if you keep releasing things and if you keep getting better then it's only a question of time until you're a parkmaker.
My English was really bad back in the days I made this name up (I'm Dutch)... but I'll try to think of better names for my future projects..."Sparkley Paradise" is rather awkward, IMO.
Thank you all for the comments!!
SF -
Critic Offline
The good ones I've seen do, yes.
Do hotels in rct have an interior?(i.e. There was an outside, but no interior.)
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