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blitz

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Everything posted by blitz

  1. the idea of advertising screenshots of track pieces and "construction" was first applied as early as 2001-2 at the old danimation site, I believe.
  2. edit: nevermind. This is wacky worlds... I don't have wacky worlds...
  3. argh, whatever. It's not that I don't have a sense of humor, guy. Want a version of what you did, but one that works? Go read the webcomic "nip and tuck"
  4. flowers are very exciting =D
  5. yeah, there's really no reason NOT to use the 5 all the way there. Props to the guy who gets off on valencia
  6. meh, I'm one of those people that feel lapbars would be better for just about anything. Also why I love me some xcelerator
  7. i dunno, doesn't seem the right mood for something like that. It seems someone would get offended easily by this. The way you went about it wasn't all that funny either, and that could be causing it to seem like such =\ Just thought I'd give you a heads-up. Plus, there is already a whole thing created explicitly to translate the sounds of japanese words into letters we can understand. It's called romanji, just look it up.
  8. heh, so you posted this here huh? In its own topic, too yay for corky posting the tpr link on NE forums.
  9. lol @ the skull bashing and the exaggerated nature is what you are looking for to help draw the person in and suspend their disbelief. "Emersion" is the key word here. If you only create things that are sloppy approximations of what you want, they won't be believable. The other way to do things is to create "stylized" approximations that may not be realistically proportioned whether in use or scale. The point in this way is to make that thing LOOK good, so that it contributes to the atmosphere and mood of the park in unique way. Some of the things I said are plainly opinion... but basically, anywhere that could have been payed a little more attention or have been given a little more detail, was pretty much something you could work on if you were interested in getting better and putting out a product you can be much prouder of.
  10. ah, the issue with the shrubs... is that you have to find other ways to make your buildings NOT empty. There are things you can do, changes in shape, making the structure more complicated, more complete. Shrubs are a really ghetto shortcut to making buildings stand out, which is just one of the reasons to avoid them. Also avoid them because they really are unrealistic when you think about it. If there are flowers and bushes on a ROOF, then there is something about that roof that must stand out... is there a path up there? are people up there? is it a top-side greenhouse?... or are you just being lazy and putting shrubs there for the heck of it? You have to ask yourself these questions when you build. And don't listen to chauncey about colors =P you used the same wall types everywhere. And they are infact ugly. On top of that, they aren't realistic either. They are actually MINE WALLS, not walls meant for buildings, atleast buildings of that size. And then you have the light light tan colored buildings... and the texture on those does not fit the theme of a mining town (I'm assuming that's the theme? Not sure, given what I have to judge from). Likewise, the jungle rooves are totally out of place, and are not easy on the eyes at all. Elevation... this is something NE parkmakers have huge issues with even, so if you don't understand, I don't blame you. Elevation is the use of higher and lower ground to give dimension to the surroundings and structures. It is also used to aid in the focus, and adds much to the atmosphere through it's variation. If you want a really good example of clever elevation, look through any mala park. Especially mount sinister, cydonia, and mountain beach! (if you don't have rct1, then go for the escalante and the rift valley) http://www.nedesigns.com/?ne=parkmakers&a=view&p=14 Also note that the use of elevation for coasters is to keep focus on them. Even if you have some coaster built into a mountain, it doesn't mean that meeting of elements is dynamic. Anyway... as for the trees, they aren't positioned dynamically, and there isn't enough variation. Remember that trees don't usually come ALONE, there's also bushes on the ground, meadows, thickets, etc. The shoreline will have a different look than the inland, the higher ground will have a different look than the lower ground, the closeness to civilzation will also effect these things. Remember flowers too. Wild flowers exist in meadows and sunny side brush (think open mountain trails). Take note of geography and how it will effect your tree selection is the basic idea here. Don't mix pre-fabricated buildings with custom ones. The clash of style will kill your park. teal + brown = bad. Red + tan when a dark brown is present = bad. No random fountains/water geysers. VARIATION makes things interesting, but STRUCTURE makes them believable. Balancing Symmetry and Asymmetry is what makes first makes a building. THEN the details. If something is not makeshift (any structure) then do your best to make it look like it's been there since the dawn of time, and wont budge till the end of it. If something IS makeshift, go out of your way to illustrate that. A lot of structures in your park look "makeshift" but if it's a mining thing, you want to make things look antiquated, and solid. That covering over the carousel does not work there. That's all for now, I'll go into the park later.
  11. richard rode xcelerator for the 13,000th time just today...
  12. Hey, I used to be like that too. After playing the game for so many years (since the very first rct release, before any expansion packs), that sort of mentality would have killed my drive/love for the game. Only by keeping it fresh have I lasted so long. The issue with "playing the game the way it was supposed to be" is that you are only picking the points of the game you yourself feel represent the game best. The truth is, nothing short of a full blown personal scenario with actual goals can bee seen as "using the game the way it was intended". Onto the next thing... If you want criticism... well, I don't know if you really want mine. I'm very very hard on rct players, even on some of the 'better' NE players. Even if they are parkmakers. So if you have the stomach, here goes: Your choice of colors is uninteresting. Your choice of texture is without explanation (doesn't work with the theme). Your path layouts uninspiring. Tree selection and placement looks lazy. Elevation is there, but it's not being put to any use. And your structures themselves are sloppy (oh yeah, and unless you have a VERY good reason, stay away from shrubs on buildings). Other than that, seems good . In a nutshell: You lack proper execution. In NE speak, it'd be said that "There is nothing there to criticize, because there is nothing there to begin with". The answer is to spend more time on the little things, and get to know the visual levels the game can go into. I can't really say much on the coasters until I see them in action, but from what I can tell structurally (from the woodie), you fall into a few pitfalls that generally plague NE players, like the faux "overbanked" turns. You abuse those, and rising and falling turns way too much. Also, be a bit more intuitive with the layouts of your coasters, or they'll turn out cliched. I do actually like your park, because you don't rely on a bunch of set "techniques" that random NE people CLING to DESPERATELY. But from a purely objective point of view, it doesn't do much (cliche or not) anyway. Take all this with a grain of salt. I AM one of those "over theming" guys from NE. One of the worst ones, infact I also hope you find this just a little bit useful ^_^. It's hard to critique art from an aesthetic standpoint. One man's trash is another man's treasure, as they say... Just know, that since it is here, I'm going to be more lenient. If you posted this at NE, I would have been much more exacting.
  13. heh. Someone from the NE/rct2.com side of things...
  14. ...psyclone... It feels like it's going to fall apart on me and revolution would rock so much more if they just had lapbars =( stupid people and their whiplash lawsuits... I think coasters should all have the same warnings batting cages do, and be done with it.
  15. so uh... this thread is just like, for any shots you happen to come by?
  16. Ah yeah, it's been awhile... long time for a community based on a videogame to still be alive. I remember your name, you did realism didn't you?
  17. ah, so were you a parkmaker, or just one of those guys that post screens in the ad district? What was your SN? You RWAdams? See the park I posted? I'm only here cuz corky's a funny guy and linked me here (and introduced me to a few people from here at the SFMM meet ), so I thought I'd stick around!
  18. if you want to see an example of the extent to which one can take advantage of shift and ctrl, here's a lil quickie of a park I did a short while ago: http://www.on-wings.com/H2H3/week07/week07.html (it's the first one, called "ghost cell crisis", just dl and unzip) enjoy ^_^
  19. ah yes, well... rct2 stuff... a quick lil tutorial: pick a piece of scenery, move your cursor over a ground tile so the ground tile becomes highlighted, then you can press and hold the shift key, raising or lower the piece of scenery. now, place an object up like, 3 levels. then... pick a piece of scenery (the same one if you want), point your cursor at the previous piece and then press and hold the ctrl key. You can now move the piece of scenery anywhere at that specific level of height, the level which the previous piece resides (3 levels up). Place a piece of scenery 2 spaces away from the previous one at that height via ctrl. Now, point the cursor at the second piece, and press and hold ctrl to start from that piece. Then, also press and hold shift. You may now raise or lower a piece, with both keys held. Note that natural scenery, like most trees and flowers, cannot be raised unless you re-import them into game as artificial through DImport. Using this method, you can pretty much build anything anywhere. Castle in the sky? No problem. Shift and Ctrl will be glad to help. And so ends this tutorial. I hope this is what you were looking for enjoy.
  20. omg! this totally looks like stuff I used to do way way back in the day XD feeling way too reminiscent right now :mrgreen: *ahem* nice lil park ^_^
  21. hey brent! It's chris 8) check your forum inbox :mrgreen:
  22. a bit more elevation? 8) not bad for something not from NE!
  23. TITLE = cosmic ripple ARTIST = OOOD ALBUM = A Live DATE = 1996 TRACKNUMBER = 4 GENRE = Goa
  24. hey al, remember the blonde ride op? 8) and al, that sig of yours is TOTALLY misleading! It's iris' site, ya know. I think you let the power get to your head.
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