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Vanilla 1.1.9 is a product of Lussumo. More Information: Documentation, Community Support.

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      CommentAuthorMrcrolly
    • CommentTimeJun 1st 2015 edited
     
    Do you think this city fell on it's own? All the people who lived in peace, fleeing in fear? What makes you think you can defeat me? I am one, Superior, to you puny humans. You have no chance in overcoming me. The millions lost in rubble, and soon you'll be part of the pile. Nothing can overcome me. Nothing can withstand... The Fiend.


    Fiend: The Beast is a B&M 6 Seater Dive Machine. Standing at 120 ft tall, with a 90 degree plummit through an apocolyptic city stomped to ruins by the Fiend himself. The guests find themselves facing this twisted beast in attempt to overcome his intensity of mass destruction. Elements including a Stengel Dive, an Immelman, and Two Zero G rolls. All tied together by Forceful Helix's and sudden twists and turns. Below are a few pictures including the layout and early stages of scenery.





    >



    The scenery is still WIP, but It's a basic idea of what I want to do. Opinions?
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      CommentAuthorcheetah
    • CommentTimeJun 1st 2015
     
    Use the volumetric fog instead of the ingame, it makes the background look awful if you use the distance fog in the environment at that short of a range.
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      CommentAuthorMrcrolly
    • CommentTimeJun 1st 2015
     
    Well the area is going to be surrounded by trees, so I wouldn't see it being a problem for the most part. I want to keep it to the ingame fog because Volumetric is power intensive. Otherwise I would do it.
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      CommentAuthoriSatnav
    • CommentTimeJun 1st 2015
     
    Do two versions. One with in-game fog for less powerful machines and one with volumetric fog for those of you with computers the size of tower blocks.
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      CommentAuthorMrcrolly
    • CommentTimeJun 1st 2015
     
    Sounds like a good idea, ISatnav, although it all depends on how I think of it later on, I might also decrease the amount of ingame fog. Still haven't decided yet.
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      CommentAuthorDonidia
    • CommentTimeJun 1st 2015
     
    Scenery is looking really good, keep up the good work! :)
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      CommentAuthorMrcrolly
    • CommentTimeJun 2nd 2015
     
    Posted By: DonidiaScenery is looking really good, keep up the good work! :)


    Thanks Donidia, It will definitely be much more involved in the future, as of now it's just base stuff.
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      CommentAuthorMrcrolly
    • CommentTimeJun 6th 2015 edited
     
    Just been doing a bit more work on scenery, made some cool truss beams, as well as using Supports to make some cool beams. :)







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      CommentAuthorMrcrolly
    • CommentTimeJun 6th 2015 edited
     
    Bump for another small update... Station is done! (Might remake, a bit small)

  1.  
    Mrcrolly, please watch your image sizes. Keep them under 1000 pixels wide, as per the forum rules. Resize your pictures before uploading them, or add this to the end of your image code:

    width="1000"

    <img src="http://image-source.info/pic.jpg" width="1000">
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      CommentAuthorMrcrolly
    • CommentTimeJun 6th 2015 edited
     
    I keep forgetting, My bad... Fixed btw.
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      CommentAuthorMrcrolly
    • CommentTimeJun 9th 2015
     
    Just a quick bump, does anyone have suggestions for anything scenery wise? I also want to add other flatrides to the area, either in the middle of the Dive Machine or off to the side.
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      CommentAuthorMrcrolly
    • CommentTimeJul 8th 2015
     


    It's back after a long break! I finally got motivation (and enough caffeine) to start completely fresh on 3DS. This time around I plan on doing everything on a better level of detail and placement. (rather than making a few assets and placing them accordingly). The image above is an example of the Ride Entrance itself. The idea was to have a highway/bridge that you would go under, although due to the fiend, it would seem destroyed, with a bus hanging off the end (towards the right of the building). The truss beam would have the 'Fast Pass' and 'Regular queue' Etc, and the sign to the very right was my meh attempt at a fallen billboard, which would present the ride name.

    This bit itself took well over 3 hours to design, and texturing is on it's way. I promised you guys I wouldn't quit this project just yet, and I'm hoping to keep my word to see the finish of this ride, stay tuned for more updates.