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[NL] Venom, Another improved version now released


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Feel the sting of Venom

 

This is just a good fun Maurer Sohne Spinner

 

It's quite long and overall I'm very pleased with how it's turned out. Once again the supports aren't great but when my trackwork is better I'll move on to that.

 

I would appreciate any feedback or even for people to download it.

 

Thanks very much, James

 

 

Edit: Would help if I added the download

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Lol,thanks.

I liked the ride, but it was kind of "wacky" or almost too original, because I dont see a layout like that being realistic. The ride itself was pretty awesome though, I loved the double down first drop and all the airtime, and it was pretty long. I think its an awesome concept and layout, but not really a realistic ride.

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Fixed, Sorry about that, realised straight after I had posted.

 

Woah thanks very much for your feedback, and yes I see where your coming from , I think in future I need to "tone" down my creations

 

Looks interesting & I just downloaded it so I'll give it a spin.

 

Working with NL there are no real "limits" to creativity so don't worry too much about the layout being deemed as unrealistic.

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Positives

-Nice use of some very original elements.

-One things for certain, it isn't too slow. lol

-Slightly fun.

 

Negatives

-The track shaping isn't good at all. Corners are too tight for the trains, valleys are too small to produce safe G's, and the banking transitions lacked continuous rolling to make the smoother and less jerky. You should look at real life coasters and study how their tracks shaped to improve your rides track shaping.

-The helix's were inconsistantly shaped, circle shaped .3ds and loefets track shapes help a ton here.

-Generally pumpy trackwork with over-the-top G's. Improving this just comes with practise.

-The layout was taken far too fast to produce safe G's.

-The supports were mostly pre-fabbed (which is just lazy) and inadequate. There were large sections unsupported and parts that were supported weren't done very well. Again, studying real life rides helps with this.

-The ride fails the tunnel test. Just cover the whole ride in a tunnel and it will help you create safe clearances on the ride.

-I felt the second lift was unneeded (the ride had quite a lot of speed before it and it probably could have made it back to the station without the lift, not that you 'should' need it) and it was poorly made (wonky peak at the top).

 

I hope none of that discourages you, but if you follow it your rides will improve greatly.

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Personally, I thought it was great. I couldn't feel any major pumps (the drop out of the station was the most notable pump to me), and most of the curves were great. I would recommend that the cars shouldn't rotate on the lifts, but otherwise it was one of the best spinners I've seen for NL.

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Thanks very much guys.

 

And about how much they spin in real life, well it depends, some cars spin more than others and it also depends on how the weight is balanced in your car. For example the other day on Dragons Fury I must have got a car with looser bearings or something as it spun more than any ride has ever spun me before, including any flat ride. So usually it's pot luck but there are ways to improve how much you spin, mainly being how you distribute your wait in the car.

 

 

Any more feedback?

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I don't mean to bring a coaster back from the dead but I've now added an extra block to fix the stacking issue at the end of the ride. I've also now added scenary and well a object. Not very exciting, just some fake rocks. These were just the 2nd object I've made so it's not amazing

 

Anyway Enjoy and I would really appreciate any comments.

 

Thanks

James

 

 

Overview

 

 

Reaching the top of the 2nd Lift

Venom! + scenary+colour change.nlpack

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