Wow, good round... I will say that Phoenix was a bit bland. Sorry to whoever created that one.
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It's an RCT1 coaster lol it'll be a little bland
Team CoasterTech
The Fourth Dimension - This is the kind of attention to detail that every RCT2 player loves to see. Not only is it supported very well, but makeshift footers are created from Egyptian stone pieces. With 13 seconds of airtime, the layout itself is nice, but it's the level of effort put into the supports that make this coaster stand out. The buildings are unique, but at the same time, slightly repetitive, and could afford to be varied slightly; not necessarily in color, but perhaps in the materials themselves. The edges of the flat catwalks on curves are also a tad on the awkward side and could benefit from the use of triangular blocks in addition to square ones. In terms of completeness, this coaster is the closest a RCT2 entry has come in a while.
NRG - This is clearly a very fast coaster with a launch that would catch any rider by surprise. You're also guaranteed to never starve anywhere near this coaster due to the surplus of funnel cake stands. The terrain is edited well, and the environment is captured well; something about running the ride at night actually improves the quality of the environment due to the lights on the track and from the funnel cake signs. And, any coaster with an underground tunnel always scores bonus points.
Phoenix - The terraforming and station look nice, and the scenery is not bad at all for a RCT1 coaster, as RCT1 limits the ways that scenery can be used. However, RCT1 does not limit track length, so there's no reason for this coaster to only be 1500 feet long. Judging by the screenshots, the creator ran out of money and only built within the existing budget, which also restricts the level of effort that can be put into the coaster. While it wouldn't be a bad coaster to have in a park with other coasters, there's nothing special or interesting about this one, and it doesn't stand alone.
Siangham - A unique layout with a trademark giant helix in the middle. While it isn't particularly realistic, the multiple launches are to be appreciated, as flat launch sections are one of the few track elements available in RCT1 but not RCT2. The batwing and the cobra roll are two types of inversions that look great on this type of coaster, so it's good to see them in place. The reason why this track reads an extreme intensity rating is because the G-forces are on the high side. One of the main reasons this is the case may be because the entrance of the batwing immediately follows a 62-foot drop, which generates a speed that may be too high for a half-corkscrew. If the station were 20 feet lower than it is now, the drop would generate the perfect amount of speed, and the train could probably reach the station without the final lifthill.
As for my decision, it's between the 4D and the launch coaster. No use choosing on day 1 when I have a whole week to decide.