[PLC] Castle Tundra

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[PLC] Castle Tundra

Postby Midgetman82 » Sun Jan 01, 2017 12:46 pm

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Since the maps seemed big enough in the game, I figured I'd give my own take to an entire kingdom and pretty much build most everything by hand. I started off with terraforming the entire map to where I'd like places to be. Then I built paths in random diagonal directions and made small loops. After that, I built small buildings in between each loop and larger buildings off to the side.

There's a welcoming town I'm still finishing up now. Then there will be slums and underground mining (or simply cave dwellers), trading/merchant town, a middle-class village, and high class castle at the top of the mountain in the top left. I'll separate each areas with trees and hills to give the illusion of everything being miles apart from each other (it worked in some of my other PC game saves).

This won't be as crazy detailed like something Silvarett would do! :lol: But I hope to make something decent out of something much more simple. I'll take any suggestions anyone else might have for me!

Here's the welcoming town:
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Train station when it was still in the works
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The village is mostly complete. Still need to add more details, including more snow to rooftops.
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A town humble enough to have its own carousel!
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Little shops and a clock tower.
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Re: [PLC] Castle Tundra

Postby Midgetman82 » Fri Jan 20, 2017 5:14 am

This is gonna be a lengthy one. If this style of updates works or doesn't work for you guys, let me know! Everything in this park is a work in progress, and as I continue to expand, things are gonna shift around and get renamed so they all fit together nicely. For now, here's what I got.

Welcome to Castle Tundra!

A far off land complete with different cities, towns, villages and other types of civilizations! Visitors are greeted with the warm and inviting clock tower village, complete with shops that include their favorite brands of food and drinks, as well as warm overnight accommodations in the many cottages spread throughout the town.

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First sight upon entering the town.
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The carousel surrounded by a few cottages.
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Clock tower
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Clock tower door to the left, a cottage to the right.
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Every village needs some religion... probably.
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Overview of the tiny, safe, warm clock tower village.


Adventurers who seek more opportunity (or thrills) have the option of venturing out of the warmth and safety of the welcoming clock tower village, and visit the adjacent Junction town. This town often attracts prospective citizens from small villages such as the clock tower town, especially those looking for better paying work and a more exciting lifestyle.

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The sign should read "beware of wolves..."
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Railway traveling over a path that connects clock tower village with the Junction town slums
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Overpopulated much?
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Overview of Junction town slums. Note: it sits on a cliff edge!

Upon arrival by either train or other means (walking), visitors will find a plethora of tiny windowless shacks within close proximity of each other, tiny farms only suitable for vegetation, and dirty and cracked pathways. Along with many other reasons, as well as having some of the lowest levels of health among citizens in all of the lands, is why the town earns the nickname "slums." The town is complete with shops, trading outposts, hotels, first-aid centers, farms, and a manufacturing and industrial district.

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One of two flat rides currently here.
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Manufacturing and industrial district


The manufacturing and industrial district specializes in woodwork, and exports them to other lands. They took such pride in their woodworking skills that they collaborated together to create a structure that allowed mine carts to race along its track in an exciting, but safe manner. It was named Woodchipper.

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Top of Woodchipper overlooking the park.
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It's the first roller coaster of the entire park, but it won't be the only. The next plot of land to tackle will be the mining pit. While the conditions of this area is far more dangerous and unsanitary, the rides involved will be much larger and more exciting!

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As I continue working, I'll add more details. As I've mentioned in the previous post, everything in this park is hand-built by me and not downloaded from the steam workshop. Stay tuned for the next update. I'm considering throwing together a POV video of Woodchipper eventually, but before that, I want to add more theming around the ride. Let me know if there's anything anyone would like a closer look at, and also if anyone has any advice for what I could include to make this look better.
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Overview of park. Separating the lands with hills creates a pretty great illusion that each are miles apart, and I still have PLENTY of room to expand (if done right)!
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Re: [PLC] Castle Tundra

Postby COASTER FREAK 11 » Fri Jan 20, 2017 3:04 pm

Great looking park!

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Re: [PLC] Castle Tundra

Postby Midgetman82 » Mon Jan 30, 2017 7:31 am

I appreciate that! :) If there's anything anyone would ever like to see from this project, please do let me know. I take feedback into heavy consideration when building this park to look its best.

Aside from that, I whipped up a quick POV video to showcase Woodchipper, the wooden coaster in the slums. There's lag spikes because I used OBS to get this video (an in-game recorder would do soooo much good).
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Re: [PLC] Castle Tundra

Postby Midgetman82 » Sat Nov 04, 2017 3:52 am

My interest in playing Planet Coaster has gone up and down a lot, and I have been veeerrrryyyyy slowly chipping away at this park. Little details here, big changes there, and at some point totally forgot to give updates to this park... which has now received quite the expansion since the last update here. I will attempt to shine light on what I can without getting too abundant on photos.
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6 lands: (counterclockwise from bottom-right) Welcoming Center, Slums, Mining Pit, Gated City, Castle, and Farmlands.


Slums/mining:
The slums had received a bit more detailing after the majority of the layout was already setup. I'm comfortable enough to say that the slums is complete, but could definitely benefit from some more tiny details being thrown in.
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Knock knock? Get the door, it's religion.

The mining pit also received some love. It still needs buildings to be built and more scenery thrown about, but the layout of the area and the attractions are all pretty set in stone.
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I'm not a fan of large, sprawling coasters, but this area asked for one considering it's the most dangerous of all the lands.
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The Forge, and Iron Fury roller coaster in the background.
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Iron Fury diving into its tunnel.


Gated City:
This area took a lot of thought on how I wanted it to look, but I think I can still get it to be consistent enough with the other lands. I'm aiming for a city/downtown-ish feel with a small park, carnival, and historic building mixed in. This area is still under heavy editing, so things will likely get changed and replaced at some point in the future, though.
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Gated City recent overview. WIP though, things are gonna be changed around pretty heavily.

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Snowflake flipping from the back corner.

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Yeti roller coaster.


Castle:
It wouldn't be Castle Tundra without a castle, right? That aspect is still in the works, but I slowly jump into this area to plant things and see how it fits into its own land and how it interacts with other lands. I'll come back to it eventually, likely once I get Gated City a lot more fleshed out.
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Gotta get sidewalk going up the slope to the top, and get base design of teh castle, courtyard, miscellaneous buildings, etc.
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Bare interior for now, but there's sidewalk in it and guests will be able to walk around inside.
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Realistically, that drop tower would never run. Too cold and too windy up there. :p


Farmlands:
The very last land I'll start building up are the rural farmlands that will grow crops for the surrounding lands. Easy walk to and from the welcoming center for guests.
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Windmill will receive a barn for its queue scenery, and a farmhouse will be close to it as well for eatery. I'm hoping to leave some space for the new game update that will allow tables to eat at as well so I can have patio spaces.


Miscellaneous fun facts:
-There was 7471 guests in the park when I shot my most recent screengrabs.
-Tundra Express railway stretches 3572m long and currently runs 10 trains (probably only needs 8, but I'm experimenting for now). Each train runs 4 cars and holds 96 people.
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Re: [PLC] Castle Tundra

Postby bluestreak » Thu Jan 11, 2018 10:04 am

The park is amazing. This game just makes my mouth drop over and over again. I'd like the see a pov of all your coasters because the first that you showed was great! Looked like a really really good ride.
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Re: [PLC] Castle Tundra

Postby Midgetman82 » Fri Jan 19, 2018 1:17 pm

Thank you! I really appreciate it!

I think Woodchipper is my crown jewel coaster and none of the other coasters quite flowed as smoothly as it did, tho Yeti is quite a thrill of its own as well. If I can find a way to not make my computer lag too badly, I can try for more POV's, starting with Yeti since the mine pit coaster isn't quite themed completely yet.

For a tiny-tiny update, I've started slowly chipping away at the farmlands, starting with adding a crop farm growing wheat. Good use of the autumn trees update in this one.
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The Tango ride is hidden, which is named Windmill for obvious reasons.
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