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That small ride, the blue one. Yeah, I don't think a B&M coaster would be that small. I would go for a Mini coaster, or a Looping coaster even. They can do the same things your going for, and they give off a more realistic feel.

 

Yes, it might not be realisitc. I'll give you that. But the purpose of this ride is one thing:

 

CAPACITY.

 

At an average of over 4,200 pph, at 5.00 per ride, it brings in TONS of cash, and in this particular park, that is necessary to keep up with the building. Since the 'island' doesn't have a lot of flat terrain to build midways etc. with, you have to build out and around- in this case, additional space will be brought in as needed by raising terrain around the island, leaving the central 'core' of the island as it is: A jungle.

 

A smaller coaster (Schwarzkopf looping/mini-coaster from Zierer) wouldn't have the same capacity per hour- no matter how hard you tried to make it work- so this is my way of building a cash cow... and milking it for all it's worth!

 

R.D.

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I love your style of building parks! It seems like its the type of building RCT2 was created for, bright, colorful, full, and just fun looking parks! Keep up the great work!

 

I agree 100%, I really miss parks that are just plain fun, the way the game is supposed to be!

 

Great Job on keeping the things simple, colorful and busy Rudie

 

Going to sound stupid but I love the picture of all the guests being forced to use one path.

 

^^ Nice to see you again TLM!, I know Flashback was not a B&M but Hurricane kind of reminds of it.

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  • 3 weeks later...

After a hiatus, RedLine Park Samoa is back in business. The first thing that's been done is to relocated the SkyTower to it's permanent pad, near the new Hurricane coaster.

 

Other things are starting to grow, including the first of the reclaimed land sections required to build the park to RedLine standards. Expensive, but I think they will generate the much needed territorial gain that the park will need to succeed in the future.

 

The second phase of land reclamation is producing the World of Shangri La, a perfect, ideal place where nothing is ever needed or wanted. At the back end, I did find some 'odd' artifacts of Asian ancestry, which makes for some interesting ideas for the future of the park.

 

Enjoy,

R.D.

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Here's the newly located SkyTower.

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The first reclaimed land section is added, and gardens are planted.

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The first two new flats are added: The Banana Tree, a swinger, and FOOTBALL! a spinning football ride.

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The new area's shops are added... and is that B&M track I spot to the left of the picture? Of course it is.

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Construction on the new B&M Standup Coaster known as Typhoon. I recycled the name from the older Enterprise which will be relocated and re-themed soon enough...

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Twisty.... Twisty and nice... Twisty and Threaded...

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Typhoon during the Testing phase. The ride itself is based loosely on the Iron Wolf having a love child with Batman: The Escape.

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NOW OPEN: Typhoon. Coverings are added to cut the blazing sun and tropical rains over the queue line.

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An overview of the so-far completed sections of RedLine Park Samoa.

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The second phase of land reclamation will produce the second midway section.

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The new theme area is based upon the lost world of Shangri La, a perfect place where nothing is ever needed or wanted.

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Dateline: RedLine Park- Samoa.

 

The park's newest theme area, Shangri La is now open, and a few changes have taken place to the overall layout of the park.

 

First, the new theme area now houses five new attractions: 2Tone Plunge, which has been relocated from its original position to its permanent home at the end of the Shangri La Midway; the Crypt enclosed coaster; Samoa Smashup (Bumper Cars); Carousel; and Ocean Motion (Rainbow). The attractions also have been fully themed to fit the 'perfect' nature of the theme area, and feature a more modern style of look to them. In addition, removal of the original 2Tone Plunge has occured, which will from the bridge to the next major expansion, Pirate Cove.

 

Some other changes will be taking place soon. The remaining two rides at the opening of the park will be removed: Typhoon/Whirlwind (Enterprise) and Tidal Wave (Schwarzkopf Shuttle Loop) are headed off to storage, leaving a large area of space to be developed with a future large attraction in mind- I've not decided what's going to go in there, but the size and space around there would allow for a number of large, high-capacity rides to be placed with space left over for another flat.

 

Enjoy the update,

R.D.

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The Crypt: Schwarzkopf designed enclosed coaster. This ride features two lifts, and a dark, twisting layout.

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The platform and block brakes of the Crypt.

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The entry/Exit paths for the Crypt.

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2Tone Plunge is completed, and the buidling around the platform is done.

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A close-up view of the enclosure for 2Tone Plunge.

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A view of the finished Samoa Smashup (Bumper Cars) and the Carousel.

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Carousel and Ocean Motion (Rainbow) are finished, and trees are added for scenery. Coverings are done over the queues in case of torrential rains.

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An overview of Shangri La- which will open in the start of season #7.

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NOW OPEN: Shangri La, and it's five new attractions.

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Dateline: RedLine Park Samoa

 

Well, times change... and so does the park. We've been through some renovations since the last season update, and the old Tidal Wave has headed off to history. In it's place:

 

POSIDON'S FURY!

 

An Intamin Megalite extended coaster, this new steel coaster features 4100 feet of track, and three train operation, making it fast, smooth fun the whole family will enjoy. It's the cornerstone of the front of the park, and opened in season #8 for RLP Samoa.

 

In other news, the RLP group has just signed a deal for the fourth park in the chain, RLP Guangzhou. Details are still being finalized, but this park is going to be one of the first 'small parks' in the chain, as the land in Guangzhou is quite pricey- as we're already figuring out over time. In addition, there are rumors circulating that RPL group is considering it's first indoor facility just outside of Phoenix, AZ for the future as well. Details are still being finalized on that one too, but it promises to be a unique adventure filled with fun.

 

Enjoy the new shots of Posidon's Fury.

 

R.D.

 

Re: Why my scenery looks similar: I like it. Period. It fit's the goals of my parks, and to me there's nothing like it. Varied scenery does look good, but I prefer the look of uniformity- it helps to keep the park in balance, and makes it easier for me to see what's going on in them!

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The first changes to the front of the park begin, with the removal of the Enterprise, the shops, and some of the theming around the old Tidal Wave.

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R.I.P Tidal Wave.

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The old scenery is cleaned up before construction begins.

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Construction begins on Posidon's Fury.

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Version 1.0 of Posidon's Fury. There are changes to be made!

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Changes, like this: A helix is added to pace the ride properly.

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The ride as it looks prior to heavy scenery elements being added.

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In other parts of the park, the first extention to the other side of the island begins. This is where Pirate's Cove will be installed.

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This section will allow for more 'custom' based rides overall, including a planned launch B&M coaster.

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Testing Posidon's Fury.

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The ride has grown flowers, trees and coverings over the entry and exit queues.

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NOW OPEN: Posidon's FURY!

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Dateline: RedLine Park Samoa.

 

A few big changes to the park in the past few weeks. First, Land Reclamation is now complete for the most part, and two new areas are opened.

 

First, Samoa Street was opened and completed, with the PowerSurge (Intamin Impulse Shuttle Coaster) as well as a few flats: Dizzy Daisies (Spinning Flowers) Marvin's Motion Machine (Spinning Marvin Ride) and the Enterprise.

 

Second, the completion of Pirates Cove, where the cornerstone ride is The Python. The Python features three inversions, and combination launch lifts to propel the riders through the different elements of the ride. Terrain is used here to make the ride really interesting- and I'm quite pleased with how it turned out. Other rides include the Jolly Roger (Pirate Ship), Drunken Sailors (Tilt-A-Whirl) and Amazing Adventure (Maze). There is plenty of space still left to add more flats, as well as the proposed Flying Dutchman (B&M Flyer/Inverted Coasters).

 

Enjoy,

 

R.D.

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A look at the new Yellow Submarine ride.

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The queue and exit for Yellow Submarine, themed and covered against rain and sun.

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Land Reclamation for the new Pirate's Cove theme area, and the rest of Samoa Street.

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Samoa Street fill sin: Marvin's Ride, Dizzy Daisies and the Enterprise are added, as well as shops and scenery.

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A close-up view of Samoa Street.

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The 'cornerstone' attraction for Samoa Street: PowerSurge, an Intamin Shuttle coaster.

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PowerSurge is completed, and themed in an industrial manor. I simply love the way this looks: Modern Terror design.

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The platform and block brakes for Python, a B&M Standard looping coaster.

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Python begins to take shape, and uses the terrrain and trees of the center of the island for good measure.

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Yes, I did that. Threading the loop with a Heartline Twist.

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Jolly Roger (Pirate Ship), Drunken Sailors (Tilt-A-Whirl) and Amazing Adventure (Maze) form the starter flats for this theme area.

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Shops and scenery are added to Pirate's Cove.

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The Python is completed. I used a series of launches on this ride to give it some kick.

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The Samurai bay Bypass: I did this to keep the peeps away from the construction of Samurai bay.

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Pirate's Cove, completed and themed/scened. Ready to open in March, year 11.

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RLP: Samoa as it appears in Year 11. Compare this to opening day.

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A back-shot of Python.

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A look at the now open Pirate's Cove, on a rainy Day.

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I will say that I do have a lot of things to say about this park that I've kept quiet about, but I'll just wait for the download so I can check some things.

 

 

Right now, I can say it would be good to start spacing out your stuff a bit better, making the paths bigger, giving roofs to the shops, and going for a a kind of ride that doesn't look too ridiculous.

 

On the positive, its nice to see an island instead of the same old cookie cutter cedar fair RCT2 style park.

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I will say that I do have a lot of things to say about this park that I've kept quiet about, but I'll just wait for the download so I can check some things.

 

 

Right now, I can say it would be good to start spacing out your stuff a bit better, making the paths bigger, giving roofs to the shops, and going for a a kind of ride that doesn't look too ridiculous.

 

 

Forgive me for saying this, but I'm quite unhappy with your statement. Is condesecending the right phrase? I think it is.

 

1.) Please read the posts that you will find prior to the other parks in this series. I don't like it when somebody decides that they know better than I do how I build my parks. I like the way I build my parks. They fit my style, my needs, my wants, and most of all: how the GUESTS like the park.

 

2.) I'd like an explination of 'Going for a kind of ride that doesn't look too ridiculous.' As far as I know, the rides you find in my parks are all a.) In production by the major manufactuers; b.) Exact to scale, size of plot, and ability to be built by said manufacturers. and c.) Fit the untility and demand of the particular park's operations, scale and budget. Honestly, I don't understand where your comment comes from. I'll explain further, as I've done in posts past.

 

Re: Hurricane (B&M Galaxi clone) Has B&M built one. Nope. Has ANY park ever built one? Nope. COULD IT BE BUILT? YUP.

Compact high-capacity rides are out there: Look at anything Schwarzkopf has built for the travelling markets. Or what Intamin did with the (failed, but it did look cool) FlashBack/Z-force (Space Diver). Just because it's not been done does NOT mean it couldn't be done. Take a note from creativity. It does help to realize that some things do come in small packages.

 

Re: Typhoon (Standing coaster). Does it the mold? Nope. Does it have elements one would not necessarily find in another B&M standup? Nope. COULD IT BE BUILT? YUP. I took the time to really think this one out to make it look more like the said name: TYPHOON. The helices are elevated, the ending is S curves. So? What's ridiculous about that? Nothing at all. I simply re-arranged what both B&M and Intamin have done with their standups, and made it fit the ride's needs, wants and utlities.

 

Re: The Crypt (Schwarzkopf Enclosed coaster) Is it a traditional Schwarzkopf. Nope. Does it follow the standard 'enclosed' coaster concept? Nope. COULD IT BE BUILT? ABSOLUTELY. And, if you've ever seen Lisbergbanen or ANY Schwarzkopf Speedracer/LoopingRacer coaster, you'd know that the layout, the design, and the blocking all fit what Herr Achterbahn would have wanted, down to his pacing of the trains, and it's capacity therein. In fact, if you look closely at the layout, you'll find one BIG factor: I took parts of this ride from both Lisbergbanen as well as Revolution, sooperdooperLooper and Mindbender at SFOG. In this case, it's buried underground to save space, provide a ride that will continue to operate in the rain, and has decent capacity and good blocking.

 

Re: Posidon's Fury (Intamin MegaLite III) Does it fit the 'traditional' Intamin MegaLite/Hyper/Giga profile? Not necessarily. Does it follow the 'MegaLite/Hyper/Giga concept? Nope. COULD IT BE BUILT? YOU BET YOUR TUCHIS IT COULD. And i'd like to say this: If you look at what Intamin has done with their style of steel coasters, this ride fits -perfectly- into what they could do with this generation, style and design of their rides. In fact, look at Goliath at Walibi World. Or I-305 for that matter. Or ANY of their MegaLite coasters. If you look -close- to Posidon's Fury, well, it should be pretty obvious that the first drop, the ground level turnaround and the second hill are an -exact- mirror image (save the limitations of what RCT II can do) of a Mega-Lite coaster. Down to the way the track is arranged. Look at the remaining turns towards the final helix- If you notice, Posidon's got similar 'Humpty Bump' hills (That's Intamin's term for them; look it up on their website if you don't agree with me). And it's got the Cable lift Hill, which boosts capacity within the RCT II model system.

 

Re: PowerSurge (Intamin Impulse/Shuttle). Does the theming fit the park? Nope. Is there any park that has done such a job with an Impulse coaster? Not as such. COULD IT BE DONE? IF ONLY SIX FLAGS WOULD WAKE UP IT COULD BE! I did this one for a particular theme of the ride, not for the island theme, as the park needed something to boost overall capacity for the existing coasters. The theming is that: Industrial, with some over-dosing on it. I like it. It's not ridiculous to me.

 

Re: Python (B&M Launched Looping) Python, the custom coaster for this part of the park, is designed to fit the terrain and use the scenery wherever possible for best effect. Does it fit what B&M has done with their Loopers? Nope. Does it follow their traditional designs? Nope. COULD IT BE BUILT? MOST DEFINITELY. Python stands to take what they learned from Incredible Hulk (Gee, a launched lift into a Heartline Twist? Never. I couldn't see that. Could you?) If you look at this design, I've taken some of their greatest hits, from the launched lift hills, to the use of terrain, and mixed them to fit the needs of the park- and the wants of the guests. The design itself is based upon I-Hulk, as well as Arrow Dynamic's coaster 'The Dragon' at Ocean Park Hong Kong. The platform and design are my own. It fits the layout of Pirate's Cove well, it's designed to be a moderately high-capacity ride, and it's not an eyesore for the rest of the park to look at. That's part of why it was one of the last parts of the park to be built: I wanted to make sure the feel of the park wasn't disrupted over the central part of the island, to preserve for the most part the Jungle feel of a Samoan Island (Which, once again, looks similar to the park in it's early stages. Polynesian Samoa DOES have similar terran and topography to what I've re-created here).

 

As far as paths and covering up the buildings: Why? If you've read what other people have posted, I'll explain this here: I don't do over-theming of my parks. I don't vary the types of trees around my rides. I don't spend sixteen hours on a building. I can fully appreciate the effort people put into their parks and the different themed buildings all around, and that other people make some truly spectacular parks and attractions. Good for them. They look good.

 

BUT THAT IS NOT MY STYLE. NEVER HAS BEEN, MOST LIKELY WON'T BE.

 

I build my parks for ME. And I like how they turn out in the end of the day. They're designed to be guest-friendly, as well as to be parks that have a style and look that's not dissimilar to other smaller park companies out there who don't over-theme everything. I do parks for what I like to do: Have FUN with the layouts. Make them accesible to all people and make them want to stay for as long as possible, and DROP MONEY INTO THE PARK'S COFFERS. The 'average' guest in my park spends around 550.00 per person, and stays (in Game Time) upwards of 4 hours. That to me is part of the goal: Keep the guests happy, and follow the spirit of the game.

 

Spacing out attractions, etc. OK, I'm building on an island with re-claimed land. No-brainer there.

 

Paths design: This took me nearly four years of studying back with RCT I in 1998 to figure out, then I revised my theories on it when RCT II came out in 2002: The layout of the paths, and the location of the rides therein is all about people-moving. Not the ride at the Magic Kingdom, but rather this: Keeping the flow of patron traffic moving around the park, and past rides, shows and kiosks to SPEND MONEY. If you've noticed, there's a mirror image formula to the layout of the park's kiosks: I.E. Restrooms are nearly always mirror-image to another utility building (First Aid, ATM) and on opposite ends of the 'corners' of the different pathways. Why? BECAUSE THE GUESTS WANT TO GO TO THE BATHROOM. THEY FEEL SICK, AND THEY ARE RUNNING OUT OF MONEY. You -never- see these complaints pop up in my parks. Ever. Thus why you see the layout of the park and it's attractions. It makes the GUESTS HAPPY. And Happy Guests drop Happy Money. Disney learned this well.

 

The overall challenge of what I do with the RedLine Parks is that I try to make the best use of the land, the space involved, etc. and still keep within a set guideiine of what a park will build. It might not be the 'SixFlags' or 'CedarPoint' Knockoffs out there (No Offense intended, Coupon- I think your parks are tremendous, and take the SixFlags concepts further) but are realistic, designed to be authentic, have a certain feel about it, and to make the parks' overall feel like it's part of my personality. I've been playing RCT/RCTII since 1998, spending a lot of hours studying the overall run of the game, and I do what I do without the use of Trainers, Custom Scenery for the most part, and sticking to the basic spirit of the game. To me there is no challenge in using too much custom scenery. (Although I will admit that I've pulled custom rides into my parks, as you will see in RLP Coventry and RLP Samoa; but if you look carefully, the rides are just about it.) I don't use them; they tend to complicate how I do my parks, and how I design them. That doesn't preclude me from using those in the future for another series of parks, but it's not in the spirit of the RedLine Park chain, it's current properties, or it's future ones as well.

 

I tend to think of the RedLine Parks much like a CEO of a park chain would: Each park adds something onto the previous one, and in turn deals with different challenges (An Island, Weather, Expensive land, Indoors) as the RLP Group grows. The next park, for example, is in Guangzhou, China, and built not only on a hillside, but also in an area of expensive land, making it that much harder to work with. After that, RLP: Phoenix will be a completely different challenge as an entirely enclosed park.

 

In a nutshell, please explain your statements. And keeping quiet, well, that almost says you've got nothing to say. I'd rather hear what you're thinking, as I do take some comments very seriously, and reflect it in future park expansions- as a few of the previous comments are taken very seriously. But keep in mind to read EVERY previous post as well. Also keep in mind the SPIRIT of the park's involved, as it might not fit what YOU Do with your parks- If you DO what you've indicated, great for you. Don't expect it here. My parks are just that: MY PARKS. And at age 36, I think I can say that I've EARNED the right to do that!

 

Speak up, 'Legendary Matthew'. I'm waiting to hear what you say.

 

R.D.

President, CEO, Chairman of the Board, COO, CFO and Head Of Development

RedLine Parks, INC.

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OH:

 

You might notice the park isn't going to be getting attention for the next week or so. I'm on travel, and while I'll be reading about things, I've only got a basic copy of RCTII for the trip- so don't worry- RLP is still there, but on the other side of the world from where I'm going!

 

Thanks,

R.D.

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I have a few points of contention with your parks. We aren't trying to be mean here, but thelegendarymatthew is right. The rides can be built, yes, but the manufacturer would never think of building one like it. I guess the designs are too abstract and all over the place and just not all that great. RCT2 guests may like it, but as my friend said to me when I was trying to get better, RCT guests also like five corkscrews after one another on a simple Arrow.

 

Also, it's just not possible for an entire ride to be built over water. I would understand it being built over a lake, but out into the ocean/river/whatever this island is on, no way. Maintenance costs would be through the roof, and what if the ride rolls back or something? You think someone would take a rowboat out, climb up some roller coaster track and take everybody down one by one?

 

Also, sorry, but it definitely did not take four years of studying on how to do your paths. Maybe four game years, if even. What it looks like now is just shops every five feet, and a straight path two tiles wide.

 

If you're building the park for you, and not aiming anywhere near realistic, of course that's fine with us and TPR as you are a valued member of these forums. But if when finally someone pops up and gives you some criticism, you blow up in your faces about only building for you and no one else...why bother posting up these updates? If it's for you and you only, and you refuse to listen to people's opinions, what point does it make to take the time to make another post? If all you want are the guests happy, then why isn't that huge smile on their information box enough for you?

 

We are trying to help you and make you into a better player, not hurt your feelings or to make you upset. If someone gives you some criticism, take it to heart. You don't have to, but don't blow up in their faces about it. I posted my stuff (as do many others) to become better, and I can definitely say I've evolved into a better player by listening and reacting in a positive way. Once you change your mindset to impressing others, you start to impress yourself, and it's much better when the people you're trying to impress are actually real.

 

I'm not in any way trying to offend you, but I thought I had some valuable points.

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Also, sorry, but it definitely did not take four years of studying on how to do your paths. Maybe four game years, if even. What it looks like now is just shops every five feet, and a straight path two tiles wide.

 

 

I beg to differ. What I've learned from gaming theory about this, RCT I and RCT III is pretty much how the programming works; that is, how does the person 'decide' whether or not to go by a shop, or do they walk in random patterns. The patterns are there- it's been well documented by many there is a particular number system evolved to create a more realistic pattern of patron movement. It's more than just what it appears to be, but rather, to move people as efficiently as possible, have them spend as much as possible, and be happy all around.

 

I started studying the movement of people re. retail etc. in college (Back in 1993) as part of my degrees in marketing and in management. When RCT I came out in 1998, there were some -nasty- problems with the AI (Artificial Intelligence) of the peeps in the park, where one could not put pathways side-by-side (I.E. a 2 wide path) without "I'm Lost!" popping up. I started to think of ways to keep people moving around, and to how to ensure they kept riding the rides all around the parks. When RCT II came out, the AI was -greatly- improved all over, and some aspects (2x wide paths or more) could be possibly made to work well. I didn't like the visuals of it, and I found that ridership on older attractions dropped DRASTICALLY when the newest rides were built. I took a look at what I'd learned over the years of RCT I, adapted them for the game, added the new scenery elements (I.E. my garden style) and then started changing them to fit the model's better overall. The most recent generation of paths is what you see in this park: Shops, entry queue/exit queues and other facilities are all placed to take maximum advantage of space, land and related- and not to just 'put it here there and everywhere'- the setup is designed to be as efficient as possible for the guests and the park itself. Yes, the buildings are closer together than what some people do. I'm not perfect, but I want all my parks work the best they can- and to not cause problems for the guests in the future. The study of their motion for me continues to this day, and even I still experiment on a smaller scale with better layouts for paths being efficient and for better use of space and of land.

 

Also, it's just not possible for an entire ride to be built over water. I would understand it being built over a lake, but out into the ocean/river/whatever this island is on, no way. Maintenance costs would be through the roof, and what if the ride rolls back or something? You think someone would take a rowboat out, climb up some roller coaster track and take everybody down one by one?

 

 

Perhaps, but with the exception of the Typhoon coaster, most of the rides have sections (including lift hils and platforms) that are mounted on either stilts (Like the Hurricane) or with their brake runs over land. Imagine, though for a second a park like Island of Adventure, where their Hulk coaster has four of it's inversions in the middle of the lake, with no 'real' way to get to the in a roll back. Indiana Beach's Hurricane coaster is the same way- built onto piers with only a few sections of the ride over land. While that ride does have catwalks, etc. IOA's Hulk does not. I do understand your point- and it's a valid one; but in all reality, rollbacks on rides aren't all that common nowadays, save a handful of 'touchy' rides (I.E. HyperSonic XLC- the 'queen' of RollBacks; or Pony Express.) But for the most part, you don't see these too often with the better designed rides.

 

If you're building the park for you, and not aiming anywhere near realistic, of course that's fine with us and TPR as you are a valued member of these forums. But if when finally someone pops up and gives you some criticism, you blow up in your faces about only building for you and no one else...why bother posting up these updates? If it's for you and you only, and you refuse to listen to people's opinions, what point does it make to take the time to make another post? If all you want are the guests happy, then why isn't that huge smile on their information box enough for you?

 

 

I do listen- VERY closely, actually. Where I find fault is where no suggestions are left behind: I.E. calling something ridiculous and not providing a reason for saying that. If you've read the rest of the posts, where I've explained out why I'm posting these parks, it's to demonstrate how I do a park- that's all. I've been playing this game for the better part of the last 12 years in the three formats; where I don't necessarily build parks that are 'over the top' I do build parks that relate to how I'd build one.

 

A few of the suggestions that people have come up with I have integrated: For example, somebody said that the trees needed to be variated around rides, and not of one type of tree. Noted! I went back after reading that, and started to make some changes as to how the new parks have their trees and foilage spread around. In other cases, people wanted more variety around the rides. This one I'm still looking at- but there's another reason why I don't always blend trees around the flat rides: I'm extremely nearsighted, and even with the resolution large enough for me to see things clearly with, I still have issues. It's easier for me to place one type of tree that I can see clearly rather than to make larger quantities of varied trees during gameplay. If the park's under 'construction' during the level assembly, i do have the ability to use the Tree Editor, which makes it a LOT easier to variate my trees.

 

Other suggestions you'll see are about scenery elements and realism. While my parks may not follow this, I do keep it in mind over my rides and related. It's not that I don't pay attention to the suggestions, it's that they need to be offered.

 

We are trying to help you and make you into a better player, not hurt your feelings or to make you upset. If someone gives you some criticism, take it to heart. You don't have to, but don't blow up in their faces about it. I posted my stuff (as do many others) to become better, and I can definitely say I've evolved into a better player by listening and reacting in a positive way. Once you change your mindset to impressing others, you start to impress yourself, and it's much better when the people you're trying to impress are actually real.

 

 

I do impress myself, actually. I don't think of me in need of being a better player. And I don't take offense to the statement itself; but rather this: Where I post my parks is for me a challenge to use the resources of the park and it's different areas, space, topography, etc. and maximize the uses therein, others make their parks to showcase how awesome their building skills are. It's all about perspective, and I'm afraid that a few people have the mindset that they play the game better than others do. That's not the case. I do my parks the way that I think Chris Sawyer intended for some; Others will play it how Chris Sawyer intended in their visions. RCT I/II (and to a much lesser extent, III) were saving graces for me, who grew up without the use of said things for fun (I used Lego, Darda and SpaceWarp to build parks back when I was a 'Yout' in New York).

 

The reason that I do explain out and sometimes have to make some noise is this: Unless you're able to give me reasons, I don't understand your point of view. Simply saying a statement that implies I don't know what I'm doing is useless to me. I don't learn from it, I don't gain any important information over it. I can't make changes to future projects from it. I like to get details- in as many ways possible, as I can then disseminate out the information into different areas and categories to make rides better- or parks better. If I don't get information, I have to present my ideas out to the populace as is, which is what I did.

 

My rides don't follow conventional wisdom, but then again, if one doesn't break from traditional theory, we don't evolve, and we end up with a very boring world. My rides are based almost entirely on existing rides, but not necessarily in ways that a manufacturer might intend them to. I've seen a lot of parks here which aren't entirely accurate, nor are they realistic, and yet I like them. They may not be my style, but they do look good.

 

I'm not in any way trying to offend you, but I thought I had some valuable points.

 

You do have valuable points, but I think that the person I intended to should explain his views. I still don't know what he's saying by that; and simply implying that he's been keeping quiet up to this point says nothing. You haven't offended me, but perhaps you might want to read into my reasons for a park in depth; I wasn't necessarily attacking his ideas, but rather, no explination was given- and that's the hardest part of what's been said. I do explain my steps, and the 'why' of my park theory; but without other people's constructive criticism being explained, I don't know what they are saying.

 

I do like people to offer suggestions, but dropping a one-line answer without any explination does -nothing- for me. If you want to comment, go for it. But, as the moderator of the board has pointed out, be constructive about it, and explain it. I'd like the same thing to be said about me: Some suggestions for the previous parks were taken- and were used, as they were explained out in a way that everybody could understand it. I like when a person says 'Your scenery is (Bland/Repetitive/too colorful)" or "Your scenery is (Bright/Cheerful/loud)" It explains out why they say a statement.

 

Thanks for your response, but LegendaryMatthew needs to explain his thoughts a bit better.

 

R.D.

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^Whoa...that was a fascinating read. Hell, both of your last two posts were.

 

I more than applaud you for what you do and how you defend it QR. You're much like myself-a traditionalist of sorts, when it comes to RCT, at least. Functionality over some sort of abject realism that in the end upsets the guests and (imho) looks worse than the basic objects. You build for your guests and your guests alone, and make some absolutely awesome (in a really fun way) parks along the way! I love reading every update that comes out of the Redline chain, as it reminds me that there are some builders out there that still value the original RCT premise.

 

As a side note, I took a brake from hammering out a park that I thought would please TPR a few weeks ago to build a RedLine-esque park. It was the most fun I've had on the game in ages!

 

Anyway, looking forward to another update as always!

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^I know, I know, but I cant tell when someone isn't trying to be good or not. I mean I myself am no person qualified for NE, but I am a critic. Granted the post I made was rather lazy of me, but I don't know if I'll give more critiques if hes just doing this for fun.

 

I mean, I dont have anything against you dude, you know that.

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if hes just doing this for fun.

 

That's the whole point. These are games. They are for fun.

 

About every six months I have to remind someone, or everyone, of this. Forums are a place to share your parks, rides, etc. That does not mean everyone wants to be critiqued or criticized. It's purely for showing off your work.

 

I've found the best way to show if you're interested in a posted park is to reply. If you're not. Don't. And if you're going to critisize, 1) think about how to phrase it constructively, 2) think about how the creator might take it, and 3) ask if it's really necessary.

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