Jun 21, 2016, 03:59 AM
Vote for your favorite track! Round 238
Jun 21, 2016, 11:36 AM
Atm I'm thinking of voting for Shootout, the station is superb, and the track design is creative, and it has terraforming, really the only problem with it is the lack of outside scenery, but that honestly doesn't bother me that much, as it seems like a coaster that would do quite well in a park
I'm just waiting for the daytime video of Strix to make my decision
Marlin is just a track really with a lake, and Scorpio I like, but really look at Maverick's quote by me in his signature, this applies here, it's a completely coaster, but not build it win worthy in my opinion
I'm just waiting for the daytime video of Strix to make my decision
Marlin is just a track really with a lake, and Scorpio I like, but really look at Maverick's quote by me in his signature, this applies here, it's a completely coaster, but not build it win worthy in my opinion
![[Image: ZCL35lY.jpg]](http://i.imgur.com/ZCL35lY.jpg)
I know I said I was going to post CC yesterday, but life happens. Here it is:
Strix - Probably the most realistic B&M Dive Machine I've seen built in my time here, also one of the most boring. A dive coaster is the only time you'll have me asking for less realism, as they are simply too short and boring realistically. If this was longer and had a few more elements it might have been a contender for my vote.
Shootout - A great dueling woodie, it's downfall (in my eyes) is the lack of scenery outside causing it to look as though it is surrounded by nothingness. As you guys know this is one of my biggest pet-peeves so this one probably won't get my vote. It does have a great station, good terra-painting, terra-forming, and foliage work (although it could use a few more bushes here and there).
Scorpio - The best coaster this round in my opinion, and probably the one that will take my vote. It may not have the scenery that Shootout does, but it keeps its generic coaster look nonetheless.
Marlin - I'm not really sure what to say about this honestly... no POV video, almost no scenery at all, and I can't judge the layout because there isn't a POV.
I haven't voted yet, but I probably will vote for Scorpio when I do.
Strix - Probably the most realistic B&M Dive Machine I've seen built in my time here, also one of the most boring. A dive coaster is the only time you'll have me asking for less realism, as they are simply too short and boring realistically. If this was longer and had a few more elements it might have been a contender for my vote.
Shootout - A great dueling woodie, it's downfall (in my eyes) is the lack of scenery outside causing it to look as though it is surrounded by nothingness. As you guys know this is one of my biggest pet-peeves so this one probably won't get my vote. It does have a great station, good terra-painting, terra-forming, and foliage work (although it could use a few more bushes here and there).
Scorpio - The best coaster this round in my opinion, and probably the one that will take my vote. It may not have the scenery that Shootout does, but it keeps its generic coaster look nonetheless.
Marlin - I'm not really sure what to say about this honestly... no POV video, almost no scenery at all, and I can't judge the layout because there isn't a POV.
I haven't voted yet, but I probably will vote for Scorpio when I do.
Team CoasterTech
Jun 24, 2016, 09:57 AM
Scorpio is a great coaster don't get me wrong but it seems there was no thought process when it came to the layout and supports although I love that they added a cobra roll to an arrow 7 I never would've thought of that
"Pick up the pieces. There is a better way. Pull yourself together. Try to make a change. This world's so twisted. You can still make a change. Protect and care for all around. Stop the spread of hate. You feel like the broken one over and over again. You taste blood you're through you're done. Only you can make it end."-Trivium: Broken One
![[Image: blaconpr4.jpg]](http://img147.imageshack.us/img147/9061/blaconpr4.jpg)
Jun 24, 2016, 05:34 PM
Before you say there was no thought process behind Scorpio's layout or supports without stating any actual evidence to back it up, there are two things about the coaster that must be taken into consideration.
1. The supports, though clearly not perfect, are for the most part, evenly spaced. They weren't added randomly by any means, and counting the spaces between support towers is all that needs to be done to confirm this. Flat supports are placed directly underneath the track between the support towers to keep the RCT2 generated supports from showing up in those areas, although areas lower to the ground are purposely left unsupported. The support job is by no means perfect, and whoever built it should have built a flat layer of flat supports beneath the lift hill about 20 feet above the ground and supported some areas more thoroughly near the first loop, but there was clearly a thought process behind it.
2. The layout is anything but aimless. It may look like a bit of a knot, but one of its intended purposes--I would think, since I don't know who built this due to Build It! anonymity--is to fit into a reasonably small area without taking up any extra space. A loop between the queue and exit paths placed specifically to be seen from the entrance plaza--again, just guessing here--probably doesn't happen simply by accident, nor do cobra rolls or rare bowtie elements. The most obvious clue that this coaster wasn't built haphazardly, although it's also somewhat subtle, is the spacing between curves. If you look closely, you'll see that straight segments of track have been added so that the track doesn't sit above the station or interfere too much with lift hill support towers, although the support job could clearly be improved, and it succeeds in fitting into a squarish area without unrealistically splaying out in any unnecessary direction.
I wouldn't say that it's a perfect entry, but it clearly has at least as much thought put into it as the other RCT2 entry, which will look great when it's finished, and to say that it doesn't without stating a single reason why makes it seem as though you didn't take the chance to actually look at it. The person who built Scorpio--whoever it was--probably doesn't appreciate that I've pointed out all the flaws in what they thought was a perfect support job, but they can surely improve in this area.
1. The supports, though clearly not perfect, are for the most part, evenly spaced. They weren't added randomly by any means, and counting the spaces between support towers is all that needs to be done to confirm this. Flat supports are placed directly underneath the track between the support towers to keep the RCT2 generated supports from showing up in those areas, although areas lower to the ground are purposely left unsupported. The support job is by no means perfect, and whoever built it should have built a flat layer of flat supports beneath the lift hill about 20 feet above the ground and supported some areas more thoroughly near the first loop, but there was clearly a thought process behind it.
2. The layout is anything but aimless. It may look like a bit of a knot, but one of its intended purposes--I would think, since I don't know who built this due to Build It! anonymity--is to fit into a reasonably small area without taking up any extra space. A loop between the queue and exit paths placed specifically to be seen from the entrance plaza--again, just guessing here--probably doesn't happen simply by accident, nor do cobra rolls or rare bowtie elements. The most obvious clue that this coaster wasn't built haphazardly, although it's also somewhat subtle, is the spacing between curves. If you look closely, you'll see that straight segments of track have been added so that the track doesn't sit above the station or interfere too much with lift hill support towers, although the support job could clearly be improved, and it succeeds in fitting into a squarish area without unrealistically splaying out in any unnecessary direction.
I wouldn't say that it's a perfect entry, but it clearly has at least as much thought put into it as the other RCT2 entry, which will look great when it's finished, and to say that it doesn't without stating a single reason why makes it seem as though you didn't take the chance to actually look at it. The person who built Scorpio--whoever it was--probably doesn't appreciate that I've pointed out all the flaws in what they thought was a perfect support job, but they can surely improve in this area.
![[Image: Vk1WYNV.png]](https://i.imgur.com/Vk1WYNV.png)
Jun 25, 2016, 11:41 PM
No feedback for this round because I'm a bit busy. I give my vote for Scorpio for its general desing that didn't fail to make a good impression, even if it's not perfect, as Terry said. In the opposite, the other entries have more visible flaws that hurt my rating, for example the lack of content or scenery around the tracks.
Trying to make an inspiring park or coaster.
Jun 26, 2016, 01:03 AM
I was hoping to see a day time version of Strix. It was hard to see the ride and the surroundings. I liked the ride, but I really couldn't judge it very well because it was hard to see. I had already cast my vote for Scorpio. But wanted to explain why I didn't vote for Strix.
Jun 26, 2016, 10:41 AM
Just a quick thought and note to No Limits players: Don't make nighttime POV's, we can hardly see them and this isn't the first time a coaster was entered with a really dark POV.
Team CoasterTech
Jun 26, 2016, 12:21 PM
Sorry guys, I tried to make a daytime POV but I'm having some issues. I probably won't win, but that's okay with me. Its just a game, a fun little contest. Its not a life-changing thing.
Add me on any of these sites!
Steam: XGN | Maverick360
Discord: Maverick360 #6799
Gmail: [email protected]
Youtube: Maverick360
Steam: XGN | Maverick360
Discord: Maverick360 #6799
Gmail: [email protected]
Youtube: Maverick360
Users browsing this thread: 1 Guest(s)
Advertisement