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JDann

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I'm trying to build a better park than the last few I've made, but the biggest problem I seem to be having is there are tonnes of theming items but not many themes. People have made great stuff simply by improvising but for people like me who aren't great yet it can be hard to build things like Horror or Spooky rides, Oriental or things like that. So far my best themed area is a Jungle area that contains nothing but plants and rocks.

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Well then that's tough! The game relies much more on people creativity to make something out of nothing, which is a step back from a lot of the pieces people made from RCT3. If you can't think on your feet, or at least construct ideas with minimal materials, you're floating a sinking boat for yourself at the moment..

Having said that, I am in the same boat as you. I much preferred the prefab style of RCT3, and have spent hours making intricate pieces and details for my ride (not plural on purpose) because I simply need them and don't have the premade pieces available in RCT3. The fact that you have to construct a roof from literally 1000s of the same piece is taking the piss a little in my eyes, however it really forces your practicality and imagination to the limit.

 

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I'm nearly finished with this. the back portion of the station needs finishing and I'll be done. It greatly upsets me that I started this about 8 months ago though, and I feel as though my progress and substance to this project is much less compared to my old RCT3 stuff.

 

 

 

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hey guys, been working on my park a bunch over the last few weeks, a lot of that time was spent deciding which direction to take the park in. I spent around a week making a new area with a wing coaster and I ended up scrapping it and going waaaaaay back to what I had prior. on my second try I feel like I made something pretty good, so this is the new area I've been working on;

 

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it's a steampunk themed area, it contains a screaming swing, spinning coaster, a carousel (none of these rides have names) and my first restaurant (I'm not too proud of the interior so I wont be posting it here) 

 

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the spinning coaster ends with a short indoor section, the goal was to try and make it feel like a realistic UK ride, one where the rough edges like the walls of the shed are a little exposed and the theming inside is relatively light. (I'm trying to make this park feel real)

 

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the steampunk area is still a way from being finished, but I'm pretty pleased with what I have so far. I also went back and redid many parts of the german area;

 

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I added some new sections to the elevated pathways, I also redid the autobahn's layout and added a small plaza area beneath the elevated area. the autobahn's station has been relocated as part of its new design, it's now in a far more easy to work with position than it was before (it used to be under the launch track of specter (now eidolon))

 

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I've spent a lot of this evening doing work on eidolon, building its station, redoing its entrance and theming it's queue.

 

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I really like how the queue looks at night.

 

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here's an overview of the whole park so far, it's still a long way from being finished, the next area I'm going to start is probably going to be the entrance plaza (the beige path at the bottom) 

 

once again suggestions (especially names!!) are always welcome :)

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Great stuff! :D

44 minutes ago, Cornflakes said:

4CwYbN8.jpg

the spinning coaster ends with a short indoor section, the goal was to try and make it feel like a realistic UK ride, one where the rough edges like the walls of the shed are a little exposed and the theming inside is relatively light. (I'm trying to make this park feel real)

Inspiration from SAW? ;)

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It's the layout of the launch coaster that sort of gives me hope really. The area I've set is MASSIVE when I suppose I just need to make it small and compact.

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Good point, we need more water rides. Would love a Tidal Wave and a Splash Battle!

 

Meanwhile, I've started another new park and I think I'm finally on track (although I did say that for the first six...)

 

My internet went down while I was writing this (as it often does) so this is about an hours progress :P I tried putting in as much attention to detail as possible. Its still a WIP at the minute, still need to do the station building, alot of theming around the main circuit of the coaster and all the planting too, also need to do the rockwork (possibly going to put it all up the mountain, either way still not done), the audio and maybe some more effects too.

 

So this was one hour ago, the ride is called Dynamite Mine (as you can tell) and its a floorless coaster.

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Dark ride section

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What would Dynamite Mine be without some dynamite?

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There's some smoke to the right which is quite hard to see, to simulate a fire near you. Another effect you cant see too well is rocks falling under the minecart.

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Exit to the dark ride section, and some theming. Literally as I was typing this I realised I haven't recoloured the trains either.

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Thinking of adding some fire effects to this, or an explosion.

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One hour later, more rockwork has been put in place as well as some theming and plants over by the entrance (Left the scenery menu up, oops)

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Also built a waterfall, not too Western but I quite like it :P

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Some of the queueline theming

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Just a weird little glitch while I was in double speed :D

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Some theming I put in place just before this screenshot

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And thats it so far. Looking to post another update or two soon, I'm either going on to the station or the main circuit theming next.

 

 

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Haven't made much in the way of proper progress recently, I've been pretty stuck on the steampunk area and yesterday I decided to completely rework the area.

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I redid the facade of the Spinning Coasters building, I think it looks far more cohesive that it did before, I much prefer it. I also made a Baron 1898 inspired theming element that doubles as support for the lift hill, I built it using the Intamin Giga Coaster track and a variety of different scenery objects, I'm really pleased with how its turned out.

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I also redid the Spinning Coaster's layout and removed the restaurant, I really didn't like the exterior of the restaurant, it was far too big and bulky. As for the Spinning Coaster my main point of contention was the space of track after the Immelman turn and before the dark section, nothing really happened in it and it just seemed like a poor use of space, I feel it's much better now.

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As part of redoing the Spinning Coaster's station I tried my hand at using the in game pieces to create something they're not intended for, once again I'm pretty happy with how this turned out, however the station still needs a lot of work.

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I've also started work on the entrance area for the park, it's inspired by Chessington's North entrance so don't expect it to be filled up like Towers Street when it's finished. I'm not too good at designing entrance area's so I'm keeping it as barebones as possible, the large building at the end is going to be a manor house when it's finished, the park's major gift shop and staff offices will be inside this manor (I may attempt to make an interior for the gift shop, but no promises) The building outline in the corner of the entrance plaza will be a pub/restaurant when it's finished (Think Greedy Goblin at Chessington).

 

I'm at the point at the moment with this park where I'm happy enough with it to leave it alone for a little while, which is great because I have university re submissions that I should be working on instead of playing this game, so yeah, no updates for a little while.

 

As always feedback and suggestions are greatly appreciated, thanks.

 

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On 5/14/2017 at 11:16 PM, Kerfuffle said:

Old Frontier is my Alpine-style Western area. Contains 3 rides; Bandit 1885 (mine train), Timber Falls (log flume (duh!!)) and Rodeo (Tri-Storm).

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What is this sign called in game? I can't find it anywhere. I'm talking about the big board in the background.

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On 6/21/2017 at 9:55 AM, ChessingtonSam said:

What is this sign called in game? I can't find it anywhere. I'm talking about the big board in the background.

Search up "Western Sign - Wall Sign 16". :)

 

PROCLAMATION:

"Afternoon citizens! I got some news for y'all. Now, most of you by now may have become mighty familiar with our new fangled-minin' transportation, Bandit 1885 (ain't she a beauty, hehe *clears throat*). Well today it seems our long-servin' mechanical provider 'Clev . R . Cogs' has recently set up (or should I say...geared up) a little closer to our establishment...and settled in real close to the tracks! Now, while this ain't no reason to worry, we've made sure they don't cause no obstruction to your journey! Just don't go losin' ya heads, if ya'll know what I mean..."

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You heard right. Bandit 1885 now has a decent headchopper! ;)

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On 6/21/2017 at 10:32 AM, Kerfuffle said:

Search up "Western Sign - Wall Sign 16". :)

 

PROCLAMATION:

"Afternoon citizens! I got some news for y'all. Now, most of you by now may have become mighty familiar with our new fangled-minin' transportation, Bandit 1885 (ain't she a beauty, hehe *clears throat*). Well today it seems our long-servin' mechanical providers 'Clev . R . Cogs' have recently set up (or should I say...geared up) a little closer to our establishment...and have settled in real close to the tracks! Now, while this ain't no reason to worry, we've made sure they don't cause no obstruction to your journey! Just don't go losin' ya heads, if ya'll know what I mean..."

20170621144302_1.thumb.jpg.83092c38e351b8b89e4f296a4695c539.jpg

You heard right. Bandit 1885 now has a decent headchopper! ;)

Lets just hope nobody has their hands up at that point :wacko:

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This hunk o' iron's been busy, busy, busy...in the middle of Egypt apparently! Here, take a gander. ;)

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Anyway onto the real star of the show. A behemoth of a coaster which handles throughput well, interacts with scenery and terrain and most importantly tells a story...and yes it's a huge inspiration off Taron in case you haven't worked out already.

 

Horus (below) tells a rather sophisticated story;

 

In the Egyptian desert not far from civilization, early archaeologists spent days digging in the burning sun...until a mere few grains of sand gave way and revealed an ancient tomb buried under mountains of sand and rock for centuries. This is no ordinary tomb however. It in fact holds a rather troubling history; Thousands of years ago, a ferocious battle raged between Horus, god of sky and justice, and Oziris, god of the damned. The fray abruptly ended however when a mysterious artifact, known to many as the Eye of Horus, was brought into the chaos by the pharaoh Rameses, locked away in an ancient tomb. This legendary emerald has the power...and beauty to keep the two gods apart and civil...as long as it remained untouched, undisturbed...and very well hidden away. Over the centuries, this legendary tale will become entombed within the burning Egyptian sands...until today - the day the tomb was uncovered once again. And within it...the legendary Eye of Horus itself.

 

Tourism was a rapidly growing industry within the Forbidden Dunes so within months after the tomb's rediscovery, people were flocking in vast numbers to venture inside this harrowing realm. Using specially designed transit, tourists would dive deeper into the depths of the unknown...and unknown indeed, to all, is a glowing shrine locked away...and it's chilling purpose. With great curiosity comes great exploration - could a battle of a thousand years be about to resurface?

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