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/vr/ - Retro Games

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>> No.2444468 [View]
File: 376 KB, 1280x1024, SCR54.png [View same] [iqdb] [saucenao] [google]
2444468

>>2444461
Continuing this abortion of a post in terms of length, for coasters of a more individualized type like your bobsleds, flying turns, spiral coasters, side frictions, you'll want to probably stick to conventional real world designing to achieve the best excitement (although I do have a very nice and rather strangely made spiral coaster here i'm proud of)

I think really though excitement is relative, the rides I feel like would be the most exciting to experience in real life are nowhere near what the game itself rates ultra highly. What I shoot for usually when i'm not messing around with one coaster type until I can lock down general elements is aesthetic track design.

The way you utilize the environment around a coaster is also VERY important, and can mean the difference between a 9 and a 10.30+ extreme coaster. In the case of that RAgu one the scenario was perfect for following the gentle slopes and utilizing mountaintops in the drop, adding extra excitement from going underground multiple times along the way, and utilizing a double pass under the walkway overhead where peeps can see the awful saucy future they are in store for.

This post is getting huge too so i'll just leave you with the advice to always take note of elements created by others in game and in real life, and build something you think would be fun to ride.

>> No.2336304 [View]
File: 376 KB, 1280x1024, SCR54.png [View same] [iqdb] [saucenao] [google]
2336304

Blatantly stolen spiral cliff lifts!

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