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StarWars

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Posts posted by StarWars

  1. http://news.yahoo.com/photos/nj-roller-coaster-hit-by-sandy-removed-slideshow/

     

    The article says it's unfortunate to see the ride go. They claim it's iconic. Perhaps by iconic, they are referring to where and how the coaster ended following the storm, because, yes, those pictures are some of the most iconic following the storm. Judging by the joy in regards to this coaster's death (at least on TPR), I don't see how (before its demise) Jet Star would be considered iconic.

  2. I was at BGW for a bit this morning, and sat next to some random guy on Verbolten:

     

    Random Guy: You ever been to Hersheypark?

    Me: Yes, a few times.

    Random Guy: They have a launched coaster there, too. I think it's called "Ghostrider."

     

    A launched version of Ghostrider would be too horrifying to contemplate.

     

    Well, at least they got the launched coaster part right.

  3. I was watching a POV of Bizarro (Medusa) at SFGAdv. This video had one the most facepalming comments that I've ever seen. The strange part is that it came from the person that uploaded the video. They were asked which Bizarro they preferred, SFGAdv or SFNE. This was their response: "This one definitely. The Intamin Mega Coaster at SF New England should be torn down and replaced by something that fits people of all sizes comfortably." Yeah, tear down the roller coaster that is consistently ranked as one the best in the entire world. That makes perfect sense...

     

    Here is the video

     

  4. I like that they're considering a PS3 version. While it's highly unlikely they'll reach the $250,000 mark with 24 days to go, I appreciate their interest. Perhaps if the game is a success, they will release the Mac/PS3 versions (or maybe PS4?). I can't wait for this and NL2. If both are released this year, this will be the best year ever for Roller Coaster/Theme Park simulators. Edit- Ooh, spooky. The number of backers for Theme Park Studio is 666 !

  5. Absolutely. NoLimits is the only theme-park-ish simulation program (that I know of) that can handle importation of 3DS objects with no external tools, but you can't animate the objects you put in.

     

    Actually, in the most recent update (Christmas, I think) it was revealed that NL2 will allow for animating .3DS objects. Now, my question, regarding Theme Park Studio, is are the custom designed rides just objects to add realism or do they become attractions for the guests and a source of revenue for the creator.

  6. According to NPN, the CP dormitories will be "relocated and modernized to open up space for future development on site."

     

    Having never been to Cedar Point, I really don't know where some things are in relation to others. Are the dorms situated next to corkscrew? I ask this because there was a rumor on Screamscape last week suggesting that Cedar Fair could be in the process of retiring old corkscrew roller coasters. The rumor was specifically about Anaconda at Kings Dominion and Vortex at Kings Island due to age and maintenance costs, but suggested the same could happen with Cedar Fair's other corkscrews. If Corkscrew was removed, as well as the buildings adjacent to it, that would open up decent space, however, you would loose the "coolness" of the corkscrew placement above the walking path.

     

    Here's the link to the rumor from 11/6/12.

     

    http://screamscape.com/html/industry_news.htm#CedarFair

  7. Correct me if I'm wrong, but isn't SFA either the only or one of the only parks in the US with 2 different train rides(Capital Railways and Whistlestop Train)?

     

    Looking at Google Maps (haven't been to Six Flags since the Whistletop area was made), it looks as if there could be three train rides. The SFA Website lists these: Capital Railways, Whistletop Train, and Happy Junction.

  8. I really liked Roller Soaker. I don't think I've ever had so much fun waiting in a line for a ride. It could be that when I went, it was a hot August day several years ago. Yet, having the riders dump water on you while you spray them back was just so much fun. At the price that's being listed, I wouldn't mind seeing Six Flags America purchasing it and putting it in Hurricane Harbor.

  9. Yesterday I went to see the Baltimore Orioles play the Detroit Tigers (the Orioles lost 7-2 ). In between one of the innings, there was a promotion for Hersheypark and Skyrush, in which on the jumbotron, the entire POV video was shown. A voice on the video told us to have our best roller coaster screams. It was hilarious hearing all the people screaming as if they were on a coaster (many of which had the arms in the air).

  10. If I were in charge, I would do this; paint the drop tower (I don't know the name) a more appealing color. I would also landscape better and replace asphalt with pavers. I would also build a Skyscreamer where Two-Face used to be. That whole area is awful looking, along with near Joker's Jinx and Superman. They need a lot of work...

     

    It's called Tower of Doom. I wouldn't change the color. However, although I've never had a problem where TOD is currently, I think it would be cool if SF moved it nearer to Apocalypse, considering they share somewhat of a similar theme. Besides, the area where TOD is located is one of the most annoying dead ends in the entire park, especially when you have to wait for the train to pass.

  11. I agree the spinning mouse would compliment SFA well. There aren't any though that I could see being rotated except SFOTs or SFFTs as they don't seem to using the terrain as much. This was an image I made and posted over at SfaFans...

     

    As for spinning mouses I could see Great America getting rotating their Ragin Cajun spinner. That would work at SFA as well.

     

    As for a batwing replacement I think the ride needs to be a decent size. Again B&M floorless like Scream would work very well.

     

    Fantastic work, there. It looks almost seamless. I actually posted a very similar suggestion a while back. However, my idea had Shipwreck Falls being removed (a bigger, better one would be added to Hurricane Harbor) with a wild-mouse/spinning coaster on that spot, not too far from your spot.

  12. ^ It has been confirmed countless times that you will be able to have more than one coaster on a map.

     

    Oh, I've heard that too. He was saying the photo was the first instance of multiple coasters. It could be. However, what I was saying is that particular photo PROBABLY was using Montu as a 3D object, like that previous video they posted showing the ability to walk on the tracks, and was not an actual second ride. I think they'll have a full update when they're ready to show it off. It is kind of a big deal after all. I for one (wishful thinking) hope that we are not limited to just two, although the more coasters there are on a map, the slower the program will probably run (and load).

     

    Edit- This is the post I was referring to:

     

    July 22nd, 2009

     

    Update about progress on NL2

     

    I have been making lots of progress within the last months. I have been switchting a lot between multiple construction sites within the NL2 code which is over 400,000 lines so far. That's already more than the lines of all NL1.x modules counted together. Not every feature I started working on is completely finished at this point, so I cannot present anything brand new. Instead I decided to create a small video showing some features I have already talked about earlier. The video is encoded using Ogg Theora. If you use Firefox 3.5 or newer you can directly watch the video, otherwise you may need VLC or any other video player that can play Theora files..

     

    Walkmode Video: http://www.nolimitscoaster.de/videos/NL2_2009_07_22.ogg

     

    The video basically shows the built-in walkmode. Unfortunately the coaster you can see in this video is a 3ds scene object. The coaster designing code is almost finished, but the object creation is not, so the 3ds file is still used as a place holder at this point. The final coasters in NL2 will look much better than this simple 3ds. I do not know if I talked about the walkmode yet. It was one of the first things I implemented in NL2, so I am considering it as an old new feature. It works quite nicely, you can walk on all kinds of objects that are meant for walking on, including scene objects. The video also shows some auto-plants, if you look carefully you can see that the plants are moving slightly. New ambient sounds and the dynamic shadows give a much higher immersion effect than NL1.

     

    I am right now working on a built-in Force Vector Design Tool, that will allow you to create tracks specified by g-force values. I already implemented a built-in Elementary that allows to create elements based on formulas. The syntax is quite identical to Tia's original Elementary tool, so the existing collection of formulas can be reused with small modifications. [ol]

  13. I'm not sure that I'd have put "more realistic flanges and track connectors" on my wish list, but according to the update on the site today, they've sure done that.

     

    The Kumba shot looks amazing.

     

    http://www.nolimitscoaster.de/index.php?page=news&newsentry=20120606002050#news20120606002050

    That update also shows the first multi-coaster map!

     

    I wouldn't get too excited. The Montu could easily be a 3d object, rather than an actual ride. In fact, if you recall an earlier video, in which they showed off walking on the ground (and coaster), as well as rain, it was said in the post that the entire coaster was just a 3D object. I really want to have multiple rides too, just so the master creators can start recreating parks.

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