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      CommentAuthordapalm
    • CommentTimeFeb 25th 2017
     
    ^ Exactly! Thanks guys!

    I remade the ending part of the Prefab, as it was a bit shorter than the real ones. I might rework it again to bring it closer to the ground though. Anyway, click on the last picture for the PoV

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      CommentAuthordapalm
    • CommentTimeFeb 27th 2017 edited
     
    LSM


    So, before the next update on this park (which will come later this week), I've got some hours to spend in FVD, so I started an Intamin (again) Multi Launch coaster... I wanted to make a more intense version of Cheetah Hunt, keeping the out and back layout as well as the "tree element" (though it isn't taken at low speed and this one plays around a mountain). Here is the section between the first launch and the MCBR:

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      CommentAuthorzampano
    • CommentTimeFeb 27th 2017
     
    Wow, very nice! I love the fluidness of it with the quick transitions thrown in every now and then. I don't think it should be much longer though since it could lose the clean feeling it has now layout-wise.
  1.  
    I was thinking that your transitions were too snappy, but I rewatched a few times and honestly it looks very well done this far.

    ^I don't know, I know cheetah hunt is a pretty funky coaster in relation, but if this is a higher-thrill (but more traditionally designed blitz) take on it, it could be a bit longer yet.
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      CommentAuthordapalm
    • CommentTimeMar 1st 2017 edited
     
    @Xazzaphonic I think Maverick transitions are even snappier... I'd say mine stays in the limit. Thanks!

    @Zampano Too late... It was always too late. Jokes aside, the last two launched Intamin's I made were pretty short, so I wanted to try a longer layout. At 2000m of track maybe it's a bit unrealistic (although the ride time is very similar to Cheetah Hunt). But anyway, I'm glad to anounce that Project Krakatoa is back!

    You may remember that name from a B&M launched sitdown I posted a lot of time ago. Well, Blase Rhine took over that concept, but I still like the idea, so I've decided to continue it with this coaster. Here are some facts:

    - 3 Launches (70, 115 and 120km/h)
    - Lenght: 2009m
    - Height: 59m
    - Beyond vertical drop
    - 2 Inversions

    Layout:

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    Here it's in its environment:

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    POV:



    PLEASE NOTE that supports and scenery are very wip
  2.  
    I can see that you're a fan of Kumba colors ;)

    In reality though, I really like this coaster. It's nice to see a true-to-form Blitz coaster that is unique and very well-paced. However, its a loooooooooong coaster. A little too long, but that's just my opinion. I had kinda hoped you would end it much sooner after the third launch (i.e. Mr Bassdirt's Curse of Fellfall woods) but it just kept going and felt very repetitive and similar to the section after the second launch.

    Also, to get really nitpicky, the top hat shaping is pretty off. I know its hard to shape a top hat in FVD (you don't know how long it took to shape the top hat on Nighthawk, and I didn't end up 100% satisfied even then) but if you're going for a more modern look, yours needs to be quite a bit pointier. I know that's a bit late to say this because once you mess with the top hat the rest of the layout goes to crap, so whether you change it or not is up to you.

    These are just minor criticisms, though, and I'm definitely looking forward to seeing how this project turns out.
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      CommentAuthordapalm
    • CommentTimeMar 1st 2017
     
    ^ Well, both points are good... About the first one, the only other coaster with 3 launches has a longer ride time... If I remember correctly Cheetah hunt is about 1:40 from the beginning of the first launch to the start of the final brakes. Other similar coasters (two launches, one launch one lift...) range from 1:20 (Maverick) to 1:35 (Taron). Mine is 1:30-1:35, so I'd say it's fine. The only thing is the track lenght, which ia considerably longer, but it's also a lot faster than the ones mentioned.

    About the Top Hat, I wasn't looking for a specific shaping. Definetly I didn't want it to look like the modern ones like ISpeed, but didn't care a lot about the shape. It could be tweaked to look more like Stealth's but it isn't in my list of priorities... I would rather giving it a faster transition (like Stormrunner's) tbh, but who knows... It wouldn't take a lot of time to tweak it and adjust the rest of the track (guess about an hour or something like that).

    Thanks for the advice, it's really appreciated :)
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      CommentAuthorzampano
    • CommentTimeMar 2nd 2017
     
    Okay I gotta say you pulled off the additional track really well! While I agree that it could have ended a little bit sooner ater the 3rd launch, I certainly would enjoy that part in reality. The sequence and elements are great, I especially loved the maverick part after the mcbr. Speaking of the mcbr, it's a little sad to see so much leftover speed going to waste. It could have been placed a few meters higher or the second launchs speed could be a bit slower since the first part was very fast anyways. That's all just nitpicking though, you really came up with a great and very intamin layout. I especially loved the maverick-style overbank at 2:17.
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      CommentAuthordapalm
    • CommentTimeMar 10th 2017
     
    Not a lot happened this week, lot of work that didn't let me play NL2 :(, but I worked a bit on the entry and the volcano:

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    Fun fact: more than 500 rocks have been used to make the volcano, and there's still a 75% to do!
  3.  
    ^Performance tip: Just don't.
    Its better to make it all in a 3d modeling software.

    Other then that I like what you got so far. Keep it up!
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      CommentAuthorMrcrolly
    • CommentTimeMar 10th 2017
     
    Man those rocks look great!

    Joking aside, it does look really awesome so far. I'd be really impressed if it still ran well by the time you finish the whole mountain (the rocks are optimized but I've never stress tested them) What's your FPS at now?
  4.  
    Looking really good. Surrounding land and paths look real - real.

    random question: you didn't want to use modern spines and vary between round and box supports for any specific reason? That seems to be the trend they've going with now.
    • CommentAuthorMrRC
    • CommentTimeMar 11th 2017
     
    @ dapalm

    Your rockwork really Rock's

    Looks very good
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      CommentAuthordapalm
    • CommentTimeMar 13th 2017
     
    Thanks guys! Performance doesn't worry me, it will be released as a video, as I don't want to lose any detail. But anyway, right now it's around 35/40fps when looking directly at the volcano (I removed the LoD's of the rocks, so that number could be way better).

    @Xazzaphonic: this is supposed to be designed about 2007/2008, when Intamin only used thath kind of track. Also, I like it more :p

    Quick recreation I made to give some park feeling to this project. It wasn't supposed to be a 100% recreation, but I'm still pretty happy with how it turned out. I used the rocket coaster train as it's more similar to the real thing than the Mega coaster one in NL2.

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    POV:



    After supporting it (now there are only prefabs on the track) I will put it up to download, so people can use it in their own parks :)
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      CommentAuthorKingRCT3
    • CommentTimeMar 13th 2017 edited
     
    Very nice!

    Since it isn't a recreation in your park (and parks can always order a custom model), I always dreamed about the last bunny hop to lead into a tunnel passing under the turn, instead of levelling out... I think it would be great as: it gives the ride a proper finale - and having three hills in a row with the last one droping further is a great surprise (some Gestlauer bobsleds do that trick).
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      CommentAuthordapalm
    • CommentTimeMar 22nd 2017
     
    ^ That sounds like a cool idea! However, if I make a custom layout I would change more things that just the ending. Thanks :)

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    Remember that park that had an Intamin Wing Rider and a Prefab? Well, a new friend just joined (and I won't be able to call it Intamin's Park again :P). Funny thing about this B&M coaster is I dreamed the layout. It had Alpengeist's colors, but the layout is 90% straight from my dream.

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    So, this is an old school B&M Inverted called Uluma. It features 7 inversions and a lenght of 1100m (Will post more statistics later, I don't have access to the file right now). So, in Sri Lanka, Ulama (or the devil bird) is some kind of owl that is supposed to make terrifying human screams. It's kind like a banshee but in owl.

    I'll leave you with some pictures:

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    Click on the last picture for the PoV

    So it's taking longer than what I originally planned, but there will be more things. Now the general park layout is made, so only queues and scenery is left. Hope you like it :)

    P.D: everyone, download NL2Advanced flat rides! They're awesome and fully customizable :)
    • CommentAuthorA113
    • CommentTimeMar 22nd 2017
     
    did you apply a specular map or some sort of reflectivity to the cars?
  5.  
    There is an option in the nl2 mat to add reflections and change the glossiness levels
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      CommentAuthorTyrush
    • CommentTimeMar 22nd 2017
     
    I like the looks of this! I've always loved your environments as well, it is one thing my designs lack
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      CommentAuthorKG9
    • CommentTimeMar 22nd 2017 edited
     
    God, she's pretty. I love the concept, color scheme, everything. I am SUCH a sucker for a good B&M.

    I also love the moment when you realize what something is. You mentioned that you dreamt the layout before you made it, however when it's completed, there is that moment when you say to yourself, "Oh THAT is what that was supposed to be!" Happens to me all the time! :)
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      CommentAuthorKingRCT3
    • CommentTimeMar 22nd 2017
     
    Really nice ride! The first drop gave me Katun flashbacks.

    I don't really like the underneath of the coaster, tho. I think the mud is too much... muddy. It looks like an abandonned terrain after a heavy rain. I think such a park would put something nicer, or at least something a bit cleaner.

    (Who remember that music from the announcement video of Maverick?)
  6.  
    I love that layout, holy smokes it's a perfect embodiment of old-school B&M inverted coasters. My only criticism with the layout is that your prelift turn thing was very shallow and didn't feel super B&M-ish to me. But I loved the intentional "clunkiness" the layout had.

    I do have one recommendation for you though... B&M does like to use different track spines at some points, where it looks to me like your entire coaster is set to the standard track spine size. In particular, this makes your loop look extremely flimsy and undersupported. I know at first it looks weird to use thicker spines, but if you start comparing them to real life coasters, you'll realize how much better it actually looks. I'd also suggest fitting some nice i-box style supports on the loop like all of the old inverts :)
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      CommentAuthordapalm
    • CommentTimeMar 30th 2017
     
    Thanks a lot guys!

    @KingRCT3... yeah, I agree... Don't worry, the finished terrain will be a lot different. And yeah, I'll never forget that video :)
    @JetstreamCoasters I can bring that first turn closer to the ground, it kinda looks weird to me since you mentioned it lol. About spine size... Did B&M really change spine thickness back in those days? I think the loop looks weird because it is wider than it should be. Another thing to fix!

    I started working on how the park is going to look like (and I decided this will be the third iteration of Peak Point. Hope I can get it further this time :P). I've planned 5 phases:

    - Entry and Mainstreet: you'll see some pictures today, when released it will have the incredible amount of 0 rollercoasters and 2 flat rides! But I want to have a very detailed entry area, including parking lots, roads and all kind of details.

    - Sri Lanka themed area: the inverted coaster.

    - Western themed area: Intamin Prefab.

    - Rocky Mountains themed area: Intamin Wing Rider.

    - Family area: Indoor wild mouse

    So let's dive into the first area:

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    Here you can see the backlot buildings are pretty hidden from the main paths:

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    Front



    Isometric



    Perspective



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    You can notice a lot of inspiration from Six Flags New England layout. To be honest, making a detailed park is an incredible difficult task, so you'll probably see inspiration from parks that has google streetview in the entire park. So, the numbers are:

    - Blue: park services: tickets, entry, info, express passes, lockers and first aid. I'm npt sure if I'm missing any essential park service.

    - Red: these are supposed to be shops and restaurants. I'd love to have some help here: I'm really horrible with names, so please, help me with names for shops, ice cram shops, restaurants, food, anything...

    - Green: rides, carrousel and paratrooper.

    Another thing I need help with is textures... I currently download my textures from CG textures, but I'd like to know if there are some better/larger free collections. My god, I really miss RCT3/Planet Coaster fantastic textured, recolorable pieces when making huge amounts of scenery.

    So well, that's all for today. Not really a NL2 update, but I though it was worth sharing anyway. Thanks guys, suggestions and criticism (and help!) is appreciated :)
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      CommentAuthorTyrush
    • CommentTimeMar 30th 2017
     
    Entrance reminds me a little of Six Flags New England. Love the way this is looking!
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      CommentAuthordapalm
    • CommentTimeApr 24th 2017
     
    Work continues on Project Krakatoa... I'll start working on the custom queue, station and buildings soon, but I wanted to use as much ingame scenery as possible for the railings and things like that. Here's what I have so far:

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  7.  
    Can't imagine this being comfortable backseat.

    https://postimg.org/image/kkfc77zm3/
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      CommentAuthorOlmisery
    • CommentTimeApr 24th 2017
     
    ^Why not? Looks just like Maverick's drop, and Maverick's isn't only comfortable in the back seat, it's also awesome as hell.
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      CommentAuthordapalm
    • CommentTimeApr 24th 2017
     
    It has an extra car, but it's also taken at low speed (unlike Maverick's, which I guess the train is going at around 20 km/h when the drop starts. This one starts at 5km/h
    • CommentAuthorTOGO Fan
    • CommentTimeApr 25th 2017 edited
     
    Can you make the carousel work and be rideable? I really need a scripted carousel for my Japanese park. The only scripted one I know of is the Lego one in "The Cube" park.
  8.  
    whats going on with the double flanged support connectors?
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      CommentAuthordapalm
    • CommentTimeMay 2nd 2017
     
    ^ Supports will be the final step, once all the scenery is placed.

    Well, I have finished the queue! I'm very happy with the result. My goal with this project was using as less custom scenery objects as possible, and so far I've only used 4 (ramps going up to the station, the flags, the lava walls and the screens for the preshow). I think this demostrates how far you can take NL2 even if you don't know how to model! So, the queue... Let's take a look:

    We start on the exterior, going around a tropical garden:

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    Then we enter in a cave, where you would spend most of your time (the lava walls have a scroll down effect):

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    And then the preshow. My idea for this ride is a volcano tour. While you're doing the tour (queue) an unexpected eruption occurs (preshow), so you have to board the vehicles to run away from it. So, my idea for the preshow is very simple: You see the screens says low risk eruption. I want them to change (Letters changing from blue to red and saying high risk), although I have no idea about scripting. Then an alarm would sound, and you would have those small fireballs seen in the second picture:

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    And finally you get to the station and get launched (with some more explosions, because explosions are cool)

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    And that's all for now. I'd say the project is 75% finished. Only parts left are the back side of the volcano, the exit and a few custom buildings. Hope you like it :)
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      CommentAuthorTyrush
    • CommentTimeMay 3rd 2017
     
    Very interesting project! Has been great to see it evolve
    • CommentAuthorBullero
    • CommentTimeMay 4th 2017
     
    The rocky ceiling in the station is a bit too organised in my opinion. Rocks in a cave will naturally not follow a pattern like that. At the other end of the spectrum: the worm-like rocks in the preshow ceiling are a bit too random: they feel misplaced in the otherwise natural cave system.

    Anyway: the project is really coming along nicely and I can't wait to experience it all! Good work!
  9.  
    This is looking very dinsey-esque so far, it looks pretty incredible! I agree with what bullero said about the rock placement in some areas, but other than that the project looks stunning! Interesting to see this style of theme on an intamin blitz
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      CommentAuthordapalm
    • CommentTimeMay 4th 2017
     
    Thank you guys! Yeah, that's the downside of building everything out of a single rock model... I might try to give it a bit of variation, but I don't if it'll work.

    Work continues in the Volcano and now we have the amazing amount of 5094 rocks in the park! Still need to make the back (I won't leave it with an open face ala Universal :p), but I'm finally happy with the shape!

    Also, I've began working on the mainstreet... Still need some more detailing and better signs, but it's a start:

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    The mainstreet is aligned with the Volcano and it gives you a pretty impressive view as you enter the area:

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    Also I have this flat ride here, which I haven't shown a lot (and I'll remember you again to download NL2A flat rides!)

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    This is one my favorites perspectives of this ride

    Also, before someone asks about the performance. I ran the benchmarking test and from the start of the ride to the end I got an average of 33fps. It isn't a lot, but I think it's more than enough to give a walk around the park and ride the coaster. I don't care about the performance a lot to be honest, I prefer aesthetic over fps.

    And that's all for now, thanks for watching!
  10.  
    How are you making this so quickly! :O Looks awesome!
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      CommentAuthorRCF
    • CommentTimeMay 4th 2017
     
    ^^ Can you see the back of the volcano? If not, what's the point of adding more rocks and dropping the fps?
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      CommentAuthordapalm
    • CommentTimeMay 5th 2017
     
    ^ Yes you can... But even if you couldn't I wouldn't leave a face unfinished... I think that's lazy design.
    • CommentAuthorBullero
    • CommentTimeMay 5th 2017
     
    ^NoLimits2 projects have one advantage over real life projects: no financial restrictions :p
  11.  
    I think it would be cool to have the volcano be a facade like it might be in real life.
  12.  
    Something a bit like Expedition Everest!
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      CommentAuthorbestdani
    • CommentTimeMay 5th 2017 edited
     
    That all looks very good, the coaster is very nice with cool and creative usage of the default NL2 objects.

    I can also leave a suggestion for the indoor rockwork. For me it looks like the main problem that causes an unnatural look is the strong scaling of the objects which also leads to notable texture density scaling, most notably on the rock columns and the "stalactites". Maybe using special versions of the SCO for the scaled parts that use the same material but just with scaled texture coordinate settings could fix that already very quickly, an alternative maybe would be getting rid of them and using wooden supports instead of the rock versions and also getting rid of the stalactites but using some more random rotated versions of the rocks with about the same scale as the main ones.
    • CommentAuthormuchwoo
    • CommentTimeMay 5th 2017
     
    This Project is really cool, I like all the theming are you working on!
    • CommentAuthorA113
    • CommentTimeMay 5th 2017
     
    i think your banners would benefit from a slight amount of transparency or alpha, but the entire scene looks very exciting. I also am not sure about those supports in the foreground of your last image, i would consider reworking or better integrate them to the surrounding landscape
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      CommentAuthordapalm
    • CommentTimeMay 6th 2017
     
    @Bullero exactly! There's no point in leaving it unfinished

    @DCHighHeat @Crazycoaster that could be a good idea, but unfortunately you can see the volcano from every direction

    @Muchwoo Thanks :)

    @A113 The banners will be redone with some custom logos and different shapes. I know they look a bit off at the moment. As for the supports, that will be the last part (right now there are only prefabs). But I don't know what to do with those supports, they have the trench in one side and another piece of track in the other side. Will try to come up with a better solution though. Thanks for the feedback :)

    @Bestdani yeah, that might work. Right now every rock in the roofing is the same size/has the same direction. I will try that, thanks for the tip. Also, thanks a lot for the waterfall object... I still have to play with them more, but they look awesome!

    So here is another zone. The paths surrounding the coaster will look more or less like this, full of trees and shrubs. Also, there will be 4 flat rides in the area.

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    • CommentAuthorJAKool
    • CommentTimeMay 6th 2017
     
    The area surrounding the ride is gorgeous, it has such a great atmosphere and stunning ride interaction. You definitely are doing a good job hiding the repetitive rockwork with foliage. I'm not a fan of the queue/station much at all though, they definitely could both use some work, but you've gotten plenty of great feedback for those areas.
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      CommentAuthordapalm
    • CommentTimeMay 9th 2017 edited
     
    ^ Thanks! I will definitely improve the station and queue!

    So, I added some ambient music thanks to Best Dani's music sphere script, and recorded a video that gives an insight of the atmosphere of the area:

    • CommentAuthorMrRC
    • CommentTimeMay 9th 2017
     
    Looks and hears very good.

    1. Some trees missing the yellow ring at the bottom.

    Very nice music choice.
  13.  
    ^ Also, the tree at 0.48 isn't sitting on it's yellow ring.

    But yeah, what a fantastic atmosphere you've created here! It's a beautifully made park, the music reminds me of Theme Park World lol!


    I would suggest possibly moving some of the smaller palm trees out of the middle of the path however (for example the one on the right at about 1.40), simply because in a real life park situation the tree branches would be stripped clear by passers by in a matter of weeks. But honestly that's the only constructive criticism I can think of, looks excellent.