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dmaxsba2408

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Everything posted by dmaxsba2408

  1. Its been awhile since I put up some more information about my park. Been spending a LOT of time digging up object and rides for RCT2. Going to take me a year go get through all of it just to see what's worth keeping and what's not. Anyway here is the new update to Thunder Lakes. These two area are small and go together. It is the Roman and Egyptian parts of the park. We have Two coasters and a single flat in the Roman zone and Two coasters and two flats in the Egyptian zone. Enjoy. Crypt Keeper.avi Enjoy The Ride Ceaser's Revolution.avi Enjoy The Ride Cronos.avi Enjoy The Ride I wanted to put in a few more pyramids and those things take up a lot of space so when I put them in I ended up with a long narrow spot and small square area near Crypt Keeper. Both of the new pyramids have shops and food in them just like the first one over by the Magic Carpet ride. Solved the square area with a fountain/waterfall display (to be seen when the park is available for download). Had two choices for the long narrow spot, the "inverted impulse" or the "heartline twister". I went with the impulse. I liked the height it gave the area. I am a strange one when it comes to building parks. I zoom in and out and rotate all the time. I want the park to look good from any angle and form any zoom level. This ride gave me the look I after for this area. AHHHHHHHHHHHHH, Crypt Keeper, the coaster that had me stumped for over a month and is partially the cause of my current state of baldness. This coaster started out looking like what it end up looking like. For some reason when I first built this coaster I couldn't get it together. Kept building myself into a box with no way out or no GOOD way out. It has been built and torn down, built and torn down so many times I lost count. I hope you enjoy the video of this coaster. It took a lot of work to build. This ride (another Earl creation) wasn't really the 2nd attraction put in this area. Crypt Keeper (the next coaster) was -IN PART- built first. Anyway... I will explain. The coaster caused me all kinds of problems. It was the cause of this rides (Dust Storm) location and was placed and never moved. The coaster on the other hand has moved and moved and moved again. I really don't know how it all happened. For some reason when I started this area this ride was the first thing I put in. Then came the pyramid (with food inside). Got the hole area themed and then moved on. Go Figure. Usually the coasters come first then I fill in the rest. Not this time and it would prove aggravating and very time consuming. Pompeii is another one of those great little rides made by the Amazing Earl. Had myself this some what small area to fill in, tried this and that and ended up with the Double Inverter. I named after the buried city of Pompeii. The restraints on a ride of this type give you that crushed feeling kinda like being smothered under 100's of pounds of ash. This ride was once again not suppose to be what it is. When the failed installation of the Side Friction coaster in the Spooky area of the park happened I planned on putting it in this spot. Once again NO LUCK. I tried everything hoping to get it looking right. Just didn't seem right. So in went this Looping Coaster. Worked out GREAT. Caesar's Revolution fit in perfectly. Cronos, this coaster took over the top spot in height and speed from Reaper when the lift topped out. It is a giant of a coaster with 8 inversions and enough twists and turns to make you sick for a week. The parks railroad does a ride through under and beside this coaster, at one point the coaster does a 0-G roll right next to the track much to the trill of those riding the train. If you look in the upper left you will see a Colloseum with glass tiles in the center. It is the food court for this area. Park Map Labled
  2. I like the little cut in the land the coaster dives into, how about making it a deeper trench? I agree it does seem over supported and under tree'd.
  3. Having some troubles opening your park do you know what DAT a "SEFLIGHT" is? Can't find it anywhere. Love the pictures of the park. edit: the same file is keeping me out of your new park (BGSA).
  4. The Super Man, Bat Man, and so on. Have had them since the Cougar guy made them years ago. Have just never used them in a park yet. Thanks for the files, got the park to open. Going to go have a look around.
  5. How about a "RBTnkRb" Really if you don't want to bother with I do understand. Like the up date. Have had the super heros for a long time and have yet to use them in a park.
  6. I really like the glass area at the front of you park. Looks great.
  7. The file is perfect now thanks for fixing it. Seem to be missing a "HPRDHOGX". Have any idea what it is? Sorry to be a pain, this seems to happen to me a lot. I'd say I only get about 2 out of every 5 parks I download to open. Always missing something. No big deal if you don't want to mess with it. Like I said it happens to me all the time.
  8. Thanks ^ Going to take me a bit of time to put together the next update so until then I am going to put up a couple of pictures of the entrance to my park explaining how my hidden exits seem to cause unusual peep exit strategies. Usually when you have multiple entrances and exits the peeps walk straight into the park using the shortest distance possible and leave the same way. If you make a path in the form of a square/rectangle (blank in the middle) they will walk only on one side of the square/rectangle and never use the other side coming in or leaving the park. So in other words you end up with dead path that never gets used. Well for some reason unknown to me that issue kinda went away with addition of the hidden exits. I will explain in the caption of the picture below. You probably think I'm crazy going on and on about a parks entry/exit paths but when I saw what the little peeps were doing it fascinated me. Here. I'll do it for you. In this picture you have all the paths exposed. With the scenery out of the way you can clearly see where the paths come out of their tunnels by the disappearance of the hand rails. The path marked with blue is the main path used by 100% of the peeps coming into the park. The blue path also handles 60% of the exiting peeps. As you can tell by the blue my entrance/exit path(s) do have the dead area I mentioned in the main post above. Peeps always pick one way to go and stick with it no matter what. In this case they go to the right side twice and NEVER go left. Now to the neat part. The paths marked with white are the paths coming from the 2 hidden exits. The peeps never use them to enter the park (no "NO ENTRY" signs are used to cause this). They are just to far away from the park I guess. 40% of the peeps that want to leave the park choose to use one of the hidden exits (Why not just head to the main gate? I have no idea). Of those 40% leaving the hidden way only 25% go directly out of the park using the shortest distance possible. The other 15% do a cool path crossover. The red and yellow lines show the movement of these weird peeps. For some reason which I can't figure out, they go way out of there way just leave. I have never known a peep to care which exit they used to get out of a park or more specifically which "MAP" entry/exit point they used. But in this case about 15% of them do care. I all makes just watching the entrance area of the park more interesting an not so lifeless. Here is the park entrance/exit area with all the scenery in place. Around the 4 giraffes is the area where the peeps do unusual movements. Just to the right of the giraffes you can just barely make out a path that is going down (there is a matching one by the giraffe on the left). The path in just coming out of a tunnel(s) that lead from the hidden exit(s).
  9. Where do you come up with these great names for rides. Can I send my next park to you and have you name everything and send it back? Just kidding, but they are really great names. Your drawings are excellent!
  10. ^^^ What does RCTHolland have to do with anything, the site is called "Theme Park Builder 3D". The link is in the quote.
  11. Isn't Doctor J the guy who made the object editor for RCT2 and a few other utilities? Wasn't he also one of the people working on RCT-GL before RCT3 came out? If so, he happens to be the administrator for that forum. Maybe it is real.
  12. Somthings wrong with the ZIP, its not a ZIP its a GZ File whatever that is. It's not a saved game file I know that for shur.
  13. So thats what a "jaSkyRider" is. COOL, I had no idea. Is this something new or something old that I've never seen before? This is what happens when you (meaning me) stay in your own little world to much. Things get missed. Thanks for sharing it! I have to ask, is there still someone out there making new items (trains, flats, whatever) for this game?
  14. Not getting the comments about the tunnel. What's going on with the tunnel that need work? Coaster looks great to me, but like mentioned before could do without the cobra roll.
  15. Transfers, now theres a hack I really like. Going to head over to NE and check out v1 of BGA. Thanks for the heads up on it. edit:The hole area around (ride included) Caliph is amazing! It was a visual overload.
  16. I liked the layout and the speed seemed fine, didn't care for the dip before the lift or the last 2 over banked turns before the mid-course brakes. A few of the turns after the brakes seemed a bit over banked also. Good ride though.
  17. I hope that's not what get better means, that was the only part of the preview picture I didn't care for. Not a big fan of oversized wooden coaster catwalks. It reminds me to much of the way over hacked parks at NE. Not saying this park is going to go that route or at least I hope not. (This is just my opinion though, not ment to make anyone mad who likes NE type of parks) Love the building and footpath work!
  18. In one of your picture captions you mentioned that there is nothing in the water ride's building. Try replacing some of the tile roof sections with glass ones and put some theme items inside the building. That should take care of the empty building problem and with the glass you get to see it along with your peeps.
  19. Glad to see you took that s-bend out but now that Looong Flaaaat straight section looks a bit odd. Have you tried going further down out of the loop and then back up into the double from there? Curious, what's the speed the train is hitting at the top of each of the loops? As for the twist, how about scrambled eggs? JUST KIDDING!
  20. Better?, don't know how you could have gotten any better. It looked GREAT before you "got better". Hope you bring back some of the old version into the new one. I like what I see now and what I've seen in the past. You know, before you "got better". Got better????? geez... I'm the only one around here who needs to get better at RCT. You (and others) make my park(s) look like crap.
  21. Question ^ , what's the 2mph lift hill all about? I realize it's a small coaster so is it like that to make the ride longer?
  22. That was one FAST coaster, it never slowed down. ME LIKES IT!
  23. I really like the way you supported the corkscrew. That looks really nice. What am I saying, the whole area around that coaster looks GREAT!
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