Hey Justin, it says "voting closes soon". Is voting actually closing soon?
What if, instead of that, we just don't
I'll give the feedback now and decide which one to vote for later. None of them seem quite complete, so I'll keep my vote a secret when I do happen to come to a decision.
Phantom - From the five screenshots provided, this looks like it has a decent layout and adequate terrain work. While the support job look nice, it's otherwise completely lacking in scenery. There's no foliage in sight despite it sitting on mostly grassy terrain. This coaster type would be better with block sections rather than the trains being a few seconds apart from each other.
Venus Storm - This could also use more scenery, but RCT1 does come with limitations in that field. Being set on Venus, there's room for even more leniency, although space trees would . However, much of this ride looks as if it was built over the terrain rather than with it, mostly between the loop and the curve around the 3D cinema. The layout is a bit strange, with a short second lift hill added rather than altering the track so that the train makes it up the hill, and an unusual spiral drop immediately following it. Despite this, out of all the entries, it interacts with its environment the best.
Aqua Smasher - If this were purely a scenery contest, this coaster would win by a landslide--or a waterfall--especially with that station and those supports. Clearly many hours were put into building the scenery around this ride, and it works very well with the water theme. Since foliage isn't much of an option on water, a smaller area with more rocks would have looked much better than a large random pool of water. It seems a bit unnatural that every body of water around this ride is large and rectangular, and some portions especially, such as the grassy terrain underneath the first drop that sinks below the water level, don't make any sense. Had the layout at least been as good as the scenery around it, I still would've voted for this coaster this round, but the last third of the ride didn't fit with the rest of it or this coaster type. The inverted overbanked curve with the two corkscrews would have worked on a flying coaster or a lay-down coaster, but not on a standard B&M sitdown coaster. That's a possible explanation for the high G-forces and potentially the dangerously high lateral Gs as well. It could use quite a bit of work, but certainly not bad for a first entry.
Solara - Air-powered vertical coasters have limited layout capabilities and are about the third most difficult coaster available in RCT2 to win a round with after heartline and reverse freefall coasters, so for one to stand out, it would have to rely almost entirely on scenery and terrain interaction. This one has a fine layout, but the scenery and terrain work could be much more intricate. Not that it wouldn't work for a more traditional coaster type, but these coasters demand much more effort put into the scenery than most since there's only so much that can be done with the track.
I voted for... Not telling!!!! 😈
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Has a very ironic fear of drops
Terry- I disagree I think air powered vertical are 4th hardest, you forgot about inverse impulse, and if you're counting RCT3, there's the half pipe and the dizzy drop
I'll give feedback sometime, right now im too tired to think about it
Nave, he said 'About the third hardest." Although, I don't agree on the inverted impulse as the 3rd hardest. I think it's in the top 10, but certainly not #3.
Resuming regularly scheduled programming!
Has a very ironic fear of drops
Ok I just came to the site today and realized I had one day left to vote
So I voted aqua smasher, which to me is for sure the most impressive entry, with a mix of vanilla and cs
Venus Storm and Solara were both well done but just not build it winners in my eyes
@BlazingEmpireHD I would say that inverse impulse are harder to win with than air powered vertical at least, because inverse impulse can't turn, and air powered vertical can