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Scw55's Thread. Planet Coaster Calls (18-11-17)

Re: Re: Scw55's RCT3 Thread; Skylark & Bonus Screens 11/3/13

scw55 said:
I agree Skylark is my best creation so far. .

In fact, it certainly is and a perfect example of how near misses can be integrated into the layout. It looks sleek, modern and to my eyes, beautiful! It would be nice, however, if you did a little more with the drop and the area encompassing the ride.

To be honest, I think that Raptor's 'swamp' alludes well to the context, 'running away and evading a furious creature', as seen in the trailers, and if anything it embellishes the experience. But that ride...they say size matters, but here it's irrelevant, since Raptor is the best B&M I've ever experienced, and possibly one of the most underrated too, unfortunately. Swarm is brilliant, but comparatively dull.

Can't wait to see more!
 
Re: Re: Scw55's RCT3 Thread; Skylark & Bonus Screens 11/3/13

I agree with the drop.
I had tried placing trees to create a 'near-miss head chopper'. Like Swarm's aeroplane. But the tree pieces I had gave awful clipping.
The alternative was levitating trees.

Would some 'ruins' in the drop area feel too forced? Because I would find a rocky out-crop out of place.
 
Re: Re: Scw55's RCT3 Thread; Duelling Teaser 22/3/13

I give you; Dragonfly and Damselfly: Duelling Insects [V2(3)]

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It is a Vekoma Suspended Duelling Coaster.
In fact, it's more of a compromise between Duelling and Mirror coaster.
It contains two explicit duelling elements; Confrontational Vertical Loops and Inter-locking Corkscrews. Every other element is mirrored.

You may notice that it looks quite different from the teaser I posted before. That's because the old layout sucked. The lift-hill was too tall for the rest of the layout. It meant the layouts ended with an abrupt steeped banked helix. It also looked horrible. Too tangled. At least this layout's only tangled in Support work. I'm glad I was able to keep the Duelling Vertical loop above the station.

Supports were heavily inspired by duelling dragons on the Vertical Loops. With everything else I stole their vanilla colour scheme.

I've started theming the station and surrounding area. The ponds need attention to make them prettier.

It seems my best layouts are short-but sweet.

For news about the rest of the park. I've added mud under trees because I forgot about that... You know, trees doing the whole 'stopping light' and preventing other plants from growing... I built a near-miss at the drop of Skylark. I placed another flat-ride! A Merry-Go-Round which is inside a cage of vegetation.
I haven't touched my mysterious B&M Inverter yet. I did change the colour of the train and track based off the Duelling Dragon Red (oh drat I gave it away).

But yeah, using Shyguy rocks for caves is effective. But, wrestling with the camera controls through using it is annoying. As as changing camera control mode. And then you get clipping issues. And then you decide to fill the cave with smoke which prevents sight.

Trivia: I drained the ponds 1 at a time for Duelling Insects when doing support work to make it easier. I drained 1 so I could use the other to gauge what water-level it needed to be. For the footers, I just squinted through the confusing murky-reflecto water.

No one should die as well from the forces on this ride. No dangerous inversions ;)
 
Re: Re: Scw55's RCT3 Thread; Skylark & Bonus Screens 11/3/13

Looking good...I'm certain that off ride footage will be phenomenal, but in the meantime, can you post a few more pictures?

scw55 said:
Would some 'ruins' in the drop area feel too forced? Because I would find a rocky out-crop out of place.

As long as you disseminate the ruins around the area, then I doubt they will seem out - of place.
 
Re: Re: Scw55's RCT3 Thread; Progression 19/4/13

Here's the station of that secretive B&M Inverter.

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I wonder what the story it?

The layout's footprint is big. So theming it will take a while. I need to decide how abundant plant life is in the area. I might use a lot of fields. And there's a reason why the plant life visible is parched...

When you see me use metal grids as a roof, there's were default scenery refuses to go.

The name is: Yr Ddraig Goch.
 
Re: Re: Scw55's RCT3 Thread; Progression 19/4/13

That's one funky airtime hill. :lol:
 
Re: Re: Scw55's RCT3 Thread; Progression 19/4/13

It came about from having a problem. The path to the station.
Should see my mini-airtime hill on a teaser image previously.

When I complete this coaster (I don't know when. I hardly have time to go on RCT3 now-a-days) you'll see it in full awesomeness.
 
Re: Re: Scw55's RCT3 Thread; Progression 19/4/13

Always glad to see a new B&M Invert pop up - even though I said they are quite common lately. Not much to see but you seem to have really improved on terrain textures. I find the station a bit basic. Unfortunately I have no pictures of brilliant no-CS western architecture in mind. I'll follow Yr Ddraig Goch.
 
Re: Re: Scw55's RCT3 Thread; Progression 19/4/13

I officially reveal to you a B&M Inverter that has been over 2 months in the making.
Not that I've been spending 2 months solid sculpting it. It's been redos, burn out over making caves and general not having much time to dedicate to a RCT3 session.

You can see there's been a shift in theming since the recent teaser:

Yr Ddraig Goch (The Red Dragon)

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Station. You can see the lift-hill to a nearby wooden coaster. I still need to think how to 'complete' that particular coaster itself. The woody's station might need to be replaced due to the conflict in themes.

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"Diagonal" lift hill. Please suggest to me CS that can help me create the lift hill to be more credible. It's driving me insane mentally filling in the blanks.

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Into the smokey cave.

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First significant drop. Yes, there is a little something inside that can only be seen via a PoV (I'm evil).

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After the claustrophobic cave section, you experience the agoraphobic large vertical loop.

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Tower Defence.

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Tower Undefence.

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A personal callback.

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Increased aggression.

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Destruction.

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An evaporated pond.

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Airtime!

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Bridge is fun.

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Destruction into the breakrun. Another call back.

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Into the station.


So yeah. I seem to had inadvertently self-referenced a previous project "Winter Wraith" via scenery.
 
Re: Scw55's RCT3 Thread; Yr Ddraig Goch 5/5/13

What an ingenious layout and alluding storyline! It seems to be relentless in convoluted track (there's another self - reference :--D). It's probably your best yet and you've certainly improved since your initial creations and I can't wait to see the enigmas revealed in the Pov...
 
Re: Scw55's RCT3 Thread; Yr Ddraig Goch 5/5/13

The amusing thing is: the track originally was a lot more compacted. After the helix round the first Watchtower, it was... a scribble.

This is a more of an open layout.

I think one reason why this appears to be my best-yet is that the setting is "Welsh Countryside" which I am very familiar with. Which means I can contextualise the coaster in a setting I am more confident with. I have the view from my bedroom as a reference. So I have more interesting land-textures and credible plant architecture.

I want more vegetation on the low-lands because I feel like the area isn't woody enough. I also want to address the barbed wire. True in Wales there is a lot of barbed wire. It just looked out of place adjacent a fantasy castle.

I also want to smooth the tops of the rocks a bit more. They look too regular and very much like stoney icing.

Other than that, I am very pleased. I'm happy how the implication of destruction has turned out. I enjoy having limited tools. It means it forces me to be inventive with how I use the pieces.

I need to address the Wooden Coaster's station. And in doing so, I can sort out the 'lesser themed' inline twist with banked turn section. I might reintroduce the horse paddock.

Fear not. When I do eventually get a good computer which would let me record painlessly, I will go back and record POVs of all my previous coasters. And the enigma for Draig Goch is more of a 5 second indoor section.

Do you think I need to add a little bit of fire in places where there's damage? Or is it fine how it is? I like what I've done where the landscape been turned arid.
 
Re: Scw55's RCT3 Thread. Mega Update. 17/5/13

So yeah. I finished off two ride projects today.

Here they are:

The Great Orme

A wooden coaster built on the side of a great mountain. Well, "great" and "mountain" in the restrictions of RCT3. Barely any mountains in any video games count as real mountain. As a result, this coaster is named after The Great Orme which is also not a mountain. Another thing it is not, is that is not sticking out into the sea (which the real life name owner does). It is a big rock. It also has Yr Ddraig Goch climbing it to hide in its cave.

It has been 'incomplete' for a very long time as I wasn't sure how to do the finishing touches. The answer? lots of trees and bushes.

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The Ascent of Train.

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The Descent of Train

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One of many air time hills.

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The coaster has a simplistic station. I like the contrast of ambition with regards to layout and station. Big layout - humble station.

Duelling Insects (V2) - Dragonfly & Damselfly

This has been in the works for a while. The finishing touch was adding lots of vegetation (again) and discovering there is nothing I can build in the first pond that looks good.
I hope the layout conveys 'floaty insectythings dancing over the water' well. Because that's far from reality. Those insects are aggressive predators.

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Lifthill. Inspired by Duelling Dragons.

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I'm thrilled how the planting has turned out. I wanted the vegetation in the queue line to be more 'purposeful' rather than the 'natural growth' of any plants elsewhere in the park.
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Clash 1.
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Missing the station.
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Clash 2.
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Almost perfect synchronisation.

Others
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I made the drop for skylark look pretty. Look, it's like The Swarm's.

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Compact Wildmouse. Family coaster. Not for the kiddywinks.

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Camouflaged Merry-Go-Round. I wanted a region of dense foliage. Think I achieved that?

The Future

Given that Skylark and Duelling Insects have ponds, and are geographically close, their corner will become a 'wetland' region. There will be a increased presence of water. Perhaps I might be able to build some srs water rides. W00p. I have 5 main coaster attractions already, but I really want to do a 16 seater Euro-Fighter...
Everything in my park is now 'finished', which means there won't be any 'ninja' updates from things that have been in construction for months.

(PS If you do half a Barrel Roll and then finish it with a Loose Corkscrew you replicate a small-scale version of The Smiler's inverting drops.)
 
Re: Scw55's RCT3 Thread. Mega Update. 17/5/13

The drop's a massive improvement and the the dueler is incredibly visually impressive and creative...
A few more trees for the woodie perhaps? The rocks seem slightly out of place and inconsistent.
 
Re: Scw55's RCT3 Thread. Mega Update. 17/5/13

Tree density has slightly increased. And I agree that the 'natural theming' along The Woodie is inconsistent, I will need to address that.
-
I did a 6hr session last night. Built a coaster, did the support work, and themed it.

Here's my outcome. I had been itching to do an 'element intensive' coaster for some weeks now. Mainly due to The Smiler.
This coaster is under the working name of "Ye Smyler".

It's another castle as you can see. The colours for the train were based a Welsh coat of arms (gold and yellow). I had to make the train this long to help the flow. I regret that I used a Eurofighter CTR since the current set up suites a Merblurghdeblurgh better. 24 capacity Eurofighter Train ftl.

I never want to do a coaster set in a building ever again. Really stressful doing it. I think I have done enough of that sort of thing. It's not fun. Really awkward. I think I have sufficient 'Adventure Caribbean Castle' now.

The coaster is space economic. Only 10 inversions (or loops).

Lots of near-misses as ever since I seem to have an obsession with making riders believe they'll be decapitated.

Screenshots!

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Before the castle.

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I like this shot. Gives the illusion that this coaster explicitly self-duels. Sadly RCT3's block break system will never allow this. This is just 'good fortunate' that this happened when I was taking screenshots.

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I wanted the back section to be over-grown. I wanted the castle to be semi-derelict. It helps the castle blend into the "ruins" themed Wingrider and Topspin area. Perhaps this can be a sort of transition. An entropy of human construction with the reclaiming of nature.

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The layout is so condensed that I felt I only needed to show the ride from 4 angles, and include a few nice shots where the two trains 'mirrored' each other accidentally.

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A personal reminder
 
Re: Scw55's RCT3 Thread. Desert Teaser 23/6/13

Here's a teaser screenshot of what I've been working on today.

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It's a Wingrider (yet again!). Spawned from 2 ideas. One idea came to me when I visited a tourist garden (who would have thought with that arid terrain). You can see some sparkly new CS in the form of better catwalks (which fit a wingrider!).

This coaster subconsciously is based (loosely) off two real life coasters. Hints are: N and (T)S.
I'm looking forwards to ThemePark Studio because I hate support work and footers <3
 
Re: Scw55's RCT3 Thread. Desert Teaser 23/6/13

That turn ! The interaction with the terrain looks incredible... you're exploiting very well the potential of the Wing Coaster type. I can tell you have some smart ideas :)
 
Re: Scw55's RCT3 Thread. Desert Teaser 23/6/13

I'm glad you liked it :p

I got the idea when I visited 'Bodnant Garden'. The garden is in 2 halves. Your generic fancy bit, and then when it goes down a steep valley to a river it gets more 'wild'. I was sitting on a bench on the side of a valley and I had a view of the river.

I couldn't see the hillside below me, so it felt like I was sitting in a channel on a hill-side. This imaginary channel then looked like it joined the river. The river's channel curved gently whilst going underneath a bridge.

I thought the combination of the drop, the bend below 'ground level' in its own ditch and going under a bridge would look awesome for a coaster. So I drew it in my sketchbook so it would stay in my mind, and I would take-in more of the terrain I wanted to replicate.

I wanted to do it for a water-ride... but I ended up smushing it with my idea for a terrain-wingrider.
It also gave me a chance to play with the Bridge CS I downloaded half a year ago.

A lot with the layout I can tell you slotted into place lovingly. For example, I have an airtime hill that leaps over the station. You can see bits of it on the screenshot.

I think Wingriders are my favourite Coaster type now because they give me a sensation of excitement when I see them enter twisting elements. Also, they let you play with 'near misses' which I seem to have a disturbing fascination with.

I'm looking forwards to this Friday where I am hoping I can resume work on it. Everything has been done except for theming; the most enjoyable part of building a coaster (after building the layout).

I've sadly stolen a section from Reddude's coaster for his contest for this one. But I think it's been executed very well with this coaster type and its location.

I find it amusing that my Wingriders have been statistically best received. Or I happen to build a Wingrider when I make a tremendous advance in my execution skills.
 
Re: Scw55's RCT3 Thread. (another) Desert Teaser 2/7/13

I've done some more work yesterday, and last Friday.
These screenshots are from last Friday.

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The coaster is called Sidewinder. Sidewinder is a species of Desert Adder. The area in which this coaster is built will be dubbed the 'snake zone' because yesterday, I constructed 4 attractions nearby which are of a snake theme. The aesthetic of this area will be natural-desert (ignoring the stone bridges). The stations for the coasters in this area will be rustic in design.

You may think these screenshots have spoilt a lot. You're dead wrong. There's still some lovely surprises to come.

I may have to record two PoV's as well (not because of a Wingrider's left and right side).
 
Re: Scw55's RCT3 Thread. Desert Spoiler 2/7/13

Looks excellent, realistic too and I'm loving the near misses and the integrated station, which I admit to having to search for for a little while! What are you trying to theme it on? Just general desert or is there a more specific background(or just 'snakes')?

Keep it up :--D
 
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