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/vr/ - Retro Games


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File: 406 KB, 1158x892, comfy squares.png [View same] [iqdb] [saucenao] [google]
1721310 No.1721310[DELETED]  [Reply] [Original]

Awesome Downloads:

RCT1 recreations - updated and meticulously crafted in 2013 by Crappage for near-perfect accuracy, right down to available rides and research order (contains "Real" parks and gaming magazine parks):
http://www.mediafire.com/download/3cw47sd2wt3hues/ExactRCT1Recreations.zip

/v/ pack - updated to include the latest scenarios and tracks made by 4chan users and some other communities (We're updating this file as more stuff is created, currently has 96 scenarios and 126 tracks, includes sandboxes):
http://www.mediafire.com/download/6izs1w1tn7z1sk7/vpack.zip

UCES - includes all objdata files already extracted from each scenario upon loading, and includes tracks:
http://www.mediafire.com/download/7wcrq3xl266d1bj/UCES.zip

RCT2 Extras - includes the official remade RCT1 scenarios and Panda World created by Chris Sawyer/Atari, as well as different color waters and paths, the Windowed mode hack, RCT1 menu music, and some modified .exes if you need them:
http://www.mediafire.com/download/5bcw39lec5mkxd6/RCT2_EXTRAS.zip

Trainers - includes 8cars, ParkDat, TRG, and Save Game Modifier:
http://www.mediafire.com/download/q5l8bvtw3bwjaj3/Trainers.zip

Amazing Earl stuff - adds some custom-made rides and scenery:
http://www.mediafire.com/download/f3jzct5v8kbzdfj/AmazingEarl.zip

---

Helpful Resources:

RCT wiki
http://rct.wikia.com/wiki/RollerCoaster_Tycoon_Wiki

-RCT FAQs- (READ THIS!)
http://pastebin.com/c4DCVxqE

Knowledge Base
http://www.rctstationarchive.com/knowledgebase/index.shtml

RCT1 Manual
http://replacementdocs.com/download.php?view.1111


Other stuff:

-JOIN THE FUN!-

-/vr/ Collab Parks- (2x2, 3x3, 4x4 and No Borders)
https://docs.google.com/spreadsheet/ccc?key=0AhGqM6X4U4_MdEVFYU83ZGVwRm9DVno0ZWdXbUkwRkE&usp=sharing
______________

Burstintotreats -- Savegame Modifier, Windowed Mode Hack, Triple Thrill Pack torrent
http://web.archive.org/web/20121105094609/http://burstintotreats.wordpress.com/rollercoaster-tycoon-2/

>> No.1721312

______________

-RCT PROJECTS-

A free and open source game
freerct.blogspot*com

An HTML5 driven game
http://freerct.wordpress.com/
http://freerct.be/

_____________

-MISCELLANEOUS-
(+ mirror links)

RCT2 addons from the original website (which is now dead)
https://dl.dropbox.com/s/0ilfhyxk6a2b5ck/RCT2%20addons.rar
anonfiles*com/file/c1e33f10fa7c10303989bc64ab161062

Original Mr. Bones save
https://dl.dropbox.com/u/26249932/mrbones.SV6
http://www.mediafire.com/?5mogrbefwf5v94d
YOU CAN NOW RIDE IT YOURSELF: youtu.be/s78DeYIAyu4 [Embed] [Embed] [Embed] [Embed] [Embed] [Embed] [Embed] [Embed]

The Time Machine and Katy's Dreamworld (User Created Expansion Sets)
www.rctmart.com/downloads/uces/UCES_Setup.zip
https://dl.dropbox.com/s/86owhr24pcusfch/UCES_Setup.zip
More info: http://www.rct2uces.com/
Having loading issues? http://www.jumpjet.info/Classic-Games/Windows/RCT2/UCES/Avoiding_Loading_Issues.txt

New Element Designs (RCT fansite where people upload crazy looking parks)
http://www.nedesigns.com/

Lunatim's Loopy Land (a small collection of downloadable rides and parks made by a talented mind)
http://www.lunatim.com/lunaland/loopy.shtml

A website made by a fellow /vr/other where you can find everything that's on this list and more:
http://vrct.tumblr.com/

>> No.1721338
File: 9 KB, 428x484, 1396212831981.png [View same] [iqdb] [saucenao] [google]
1721338

Seems a bit quiet at the moment.

>> No.1721349

>>1721338
at least we've got each other.

>> No.1721361

>>1721338
Carry-over topics:
>Some guy making random coaster types with an excitement of at least 10
>Error trappers suck, don't get caught by one
>scenery behind .dat files
>real life rides

>> No.1721370
File: 163 KB, 1280x720, 1403813287794.png [View same] [iqdb] [saucenao] [google]
1721370

>>1721310
>not putting the unfinished Hexa Park in the OP

>> No.1721397
File: 109 KB, 800x600, TOGO looks too intense for me.jpg [View same] [iqdb] [saucenao] [google]
1721397

>>1721361
>real life rides
TOGO is life, TOGO is love.

>> No.1721457

Just got saves off my old hard drive apparently in the AppData folder for some reason.

>> No.1721512

>>1721457
I'm tempted to boot up an old computer to see the RCT saves. I remember clearing the game, but it took a long time to do.

>> No.1721541

fuck yeah, /vr/ct made it over the hill :)

>> No.1721587
File: 81 KB, 889x565, 1401640896001.jpg [View same] [iqdb] [saucenao] [google]
1721587

>>1721361
>Win 8.1
>fiddle around with some zero clearance stuff for 2 hours straight
>restore clearances
>works
>oops I forgot something
>repeat step 2
>restore clearances
>"Save game"
>save location dialog pops up
>LOL ERROR TRAPPER GET REKT

>> No.1721648

>>1721587
If I get one, I get it when testing gigas with cable lifts.

>> No.1721653

>>1721648
Nigger I get an error trapper on almost every single Giga I've ever made. Ride is buggy as all fuck.

>> No.1721672

>>1721370
>dat middle slot
Jesus, how is anyone supposed to add to that and not make it look shitty by comparison?

>> No.1721682

>>1721672
Snyched quad coasters that aren't mirrors and don't hug each other.
Fucking do it.

>> No.1721684

>>1721682
That would just look like spaghetti though.

>> No.1721692

>>1721672
Consider it a call to git gud.

>> No.1721693

>>1721684
This collab is bigger than the others, and the empty space to the sides has construction rights available. Nobody seems to have taken advantage of it yet.

>> No.1721697

>>1721648
Me too, and it only started happening after I torrented Triple Thrill Pack. I never got one from cable lifts before TTP. Strange.

>>1721682
Hmmm... as the person that holds the park at the moment, I might try this once I get home tomorrow.

>> No.1721720
File: 369 KB, 1280x720, SCR20.png [View same] [iqdb] [saucenao] [google]
1721720

>>1721672
Why, thank you, Ashley.

>> No.1721725

>>1721682

i kinda want to do some sort of dueling coaster for my slot. i don't think i'm up to doing a quad dueling though.

>> No.1721729

>>1721720
Ashley looks like a dude.

>> No.1721731
File: 1.85 MB, 3015x2121, lijian.png [View same] [iqdb] [saucenao] [google]
1721731

Ok, maybe my google-fu is weak, but how do they make those giant parkwide screenshots where the map is like "floating" and non-square over on nedesigns? Is there a tool that does it, or are they manually editing the images? Stitching a bunch of screenshots together to make a park overview wouldn't be very hard I guess, but I can't imagine how they crop away the out-of-fence land and even make it look like the ground under the included section of the map extends downwards.

>> No.1721740

>>1721731
My guess would be they use a custom tile that has the exact shade of black as the sky, and then use Photoshop or some other image editor to colour mask the screenshot.
I might just be talking out of my ass, though.

>> No.1721742

>>1721740
But how do they get the base land to show up?

>> No.1721746
File: 354 KB, 800x600, i fuck murder.jpg [View same] [iqdb] [saucenao] [google]
1721746

so looking at the sticky there seems to be a lot of information on how to get the most out of your coasters as ratings are concerned, but there doesn't seem to be much documentation as far as making an aesthetic-looking track design, without use of scenery. i thought some of the repeating patterns utilized in pic related were a step in the right direction on that front, but for all i know shit looks pants-on-head. anyone got tricks?

>> No.1721757

>>1721746
Try to look up real-life examples of the rides you're building, and emulate them in the game.

>> No.1721759

>>1721746
Making dense coasters look good is difficult. Most real ones sprawl a fair bit. The main exception is woodies, whose supports support aesthetic dense twisting.

>> No.1721760
File: 143 KB, 1280x720, SCR22.png [View same] [iqdb] [saucenao] [google]
1721760

>>1721742
Just took a look at that park and It looks like I was right.
There's a colourable tile that you can use to hide flat terrain. If the terrain in question is set to the lowest elevation then there will be no border around the park.
Also, you can remove the park perimeter fence with trainers.

>> No.1721767

>>1721746
I hope you're planning to sink that into the ground so that it's not all up on stilts like that. If so, it would be "not bad" I guess. Different rides beg different aesthetics. Generally a ride with big wide track pieces like a Twister variant can stand to be a little more spread out (and therefore a little higher the top of the lift hill) than one with slimmer track, like a looping coaster, but there are rides that oppose that--gigas can spread far and wide though they have narrow tracks, and woodies can look good either densely packed or tall and thin, while a steeplechase is best left hugging the ground but spreading long.

>> No.1721769

>>1721760
Oh! So they actually create the scenario with the buildable area raised up like that in the first place. A useful trick, but not very convenient for taking nice looking shots of already-made parks.

>> No.1721770
File: 141 KB, 1280x720, SCR22_masked.png [View same] [iqdb] [saucenao] [google]
1721770

>>1721760
did a quick mask in Photoshop

>> No.1721773
File: 524 KB, 1280x720, SCR22_for_real.png [View same] [iqdb] [saucenao] [google]
1721773

>>1721770
...And now with actual transparency

>> No.1721775

>>1721759
that's a shame, given the excitement boost that's associated with density, so i guess this example is totally rife with bias towards making exciting layouts and probably, in retrospect, shit in a way. though, as >>1721767 stated, this may have simply been the wrong choice given the aesthetic of the track itself. so there's that.

>> No.1721834
File: 988 KB, 2262x1436, miamivicetheride.gif [View same] [iqdb] [saucenao] [google]
[ERROR]

Just finished with the scenery

>> No.1721854
File: 493 KB, 1280x720, SCR3.png [View same] [iqdb] [saucenao] [google]
[ERROR]

Am I doing my water splash feature right /vr/?

>> No.1721868

>>1721854
Well, that's how it should look.

>> No.1721874

>>1721834
add some neon to dat building yo

>> No.1721909

>>1721854
>splash following the first drop
painful

>> No.1721921
File: 2.36 MB, 320x287, 1395696778341.gif [View same] [iqdb] [saucenao] [google]
[ERROR]

>>1721909

The train probably goes through too fast for the passengers to get soaked. I think it tops out around 65 mph.

>> No.1721936

>>1721921
not him, but i can imagine dem vertical g's and i can feel that shit in my back.

>> No.1721962

>>1721682
How big are the slots? I'm gonna make a sandbox and get on that shit.

>> No.1721986

>>1721648
I always get mine from adjacent stations. Even if they're not synced.

>> No.1722381

>>1721370

I'm noticing that my pirate area looks pretty sparse compared to the other areas. You guys who have played the map, what would you rate my section?

>> No.1722392
File: 279 KB, 1280x1024, potential out of what.jpg [View same] [iqdb] [saucenao] [google]
1722392

postin new park, still in early phase,
trying new scenery stuff. rate?

>> No.1722405

>>1722392
way too fucking much paths/10

>> No.1722427

>>1722392
>deja vu
>stuff dropped in the middle of an asphalt field

>> No.1722438

>>1722392
>those trams
absolutely not.

>> No.1722445

>>1722392
flowerbeds would brighten things up. buildings look great. woodie is messy, ferris wheel looks way out of place.

IMO you could really benifit from some landscaping. get some hills.

all flatland might be practical/realistic, but working around hills, valleys, lakes, really make a park pop.

i assume you are going for a "realistic" park. obviously those paths will suck in game, but they are more like what you would see in the real world... but, as i said, throw some elevation changes and some plants.

delete that premade.

>> No.1722449
File: 153 KB, 543x788, stay close to your roots.jpg [View same] [iqdb] [saucenao] [google]
1722449

>>1721962
31x31 if I still know what I did.

>>1722381
The buildings look a bit big and blocky.
Then again the pirate theme doesn't have much to work with.
Maybe some sort of seaside fortress would have fit well for building variety.

>> No.1722451

>>1722449
i knew jack, hurley and company, played golf, but i must have missed the coaster building episode of lost. damn it

>> No.1722461

>>1722449
Dude those cars are maximum comfort though. Love the way the corroded track pieces look like wood, too.

>> No.1722565

Any tips for decent park design in RCT 1? Been doing nothing but using trees and fountains, with the occasional walled in food court.

>> No.1722576

>>1722392
>everyone ragging on the premade
I'd like to see some unique vertical shuttles.

>> No.1722646
File: 7 KB, 151x856, green&pink spazzout.png [View same] [iqdb] [saucenao] [google]
1722646

I did some math. The pictures in the scenery object have at least 10368 pixels total (plus ther must be additional data).
The shit I have here has only 2281.
So it can't be a simple array of hue values. Must be compressed or something.

Problem is Im not good with computer.

>> No.1722805

>>1722427

Well yeah, that makes sense if he's going for realism

>> No.1722961
File: 234 KB, 1098x878, quad coasters.jpg [View same] [iqdb] [saucenao] [google]
1722961

>>1721682
>>1721962
This is proving to be quite the pain in the ass.
Got all 4 of them within 3 seconds of eachother, but aesthetics are still shit, for one thing, and paths are gonna make it more complicated and I don't know if there's room to shave off some more seconds...

And also, they're way too big for a collab slot.

>> No.1722969
File: 235 KB, 1096x874, quad coaster ride time.jpg [View same] [iqdb] [saucenao] [google]
1722969

>>1722961
Another thing is, despite what the ride time would have you believe, they are quite messy in terms of getting to the station. None of them are synced up perfectly (yet!)

>> No.1723005
File: 170 KB, 498x299, 1293.png [View same] [iqdb] [saucenao] [google]
1723005

>>1722961
>>1722969
>jpg

>> No.1723009
File: 280 KB, 800x600, TAHW.png [View same] [iqdb] [saucenao] [google]
1723009

"Meh, it was about 4 intensity and 3 nausea".

WHAT. I get that speed maybe want too high, but come on.

>> No.1723015
File: 148 KB, 1094x877, quad coaster almost synced.jpg [View same] [iqdb] [saucenao] [google]
1723015

>>1722969
Pic related is the closest I'm gonna try to get them today. Tomorrow I'll change the colors and add scenery, if anyone's interested. The arrow's pointing at the slowest, it's still a good second or two behind the others when arriving at station.

>tfw building so long rides started breaking
>tfw april, year 4

>> No.1723016

>>1723005
for some reason my BMP's won't load and cba converting that shit or whatever. Normal screenshots don't work either

>> No.1723018
File: 72 KB, 423x523, ad more helixes.jpg [View same] [iqdb] [saucenao] [google]
1723018

>>1723009
maybe not enough helixes.

>> No.1723070
File: 268 KB, 800x600, FUN.png [View same] [iqdb] [saucenao] [google]
1723070

I can't get thes paths to be simple and cool. Any tips?

>> No.1723113
File: 152 KB, 622x431, 2014-06-28_16-38-06.jpg [View same] [iqdb] [saucenao] [google]
1723113

>>1723070

>> No.1723116

>>1723070

>paths

Commie, I bet you have free bathrooms

>> No.1723121

>>1723113
But will people ENJOY this build? Is it FUN ENOUGH?

>> No.1723135

>>1722392
How are the pedestrians supposed to get past the train tracks?

>> No.1723148
File: 1.64 MB, 320x240, thatshow.gif [View same] [iqdb] [saucenao] [google]
1723148

>>1723135

>> No.1723194

>>1722445
eh i know premades are taboo, but it fit in that spot nicely so im keeping it. as far as hills go, im deviating from my usual method of park building so i wanted a blank slate. i think the woodie will look better once the park is finished

>>1722438
i like em'

>>1723135
I used 8 cars to zero clearances so they can cross certain parts

its still a work in progress, trying to see what works

>> No.1723235

>>1723009
To be fair, those are dismal stats for a hyper-twister.

>> No.1723251

http://youtu.be/unocjGOPRUM

For some reason, I really like this wooden coaster. I might have to take some ideas from this video and try them in-game.

>> No.1723296

>>1723251
Yeah, looks pretty good.

>> No.1723328

>>1723251
>http://youtu.be/unocjGOPRUM
"Hey Kate, why don't you sit in the front in front of the camera? Oh, btw, we all will have our hands up, so you should too. Okay, sweet."

They built a whole coaster just to see those boobs bounce. That is admirable.

>> No.1723349
File: 475 KB, 1280x768, PerfectPark.png [View same] [iqdb] [saucenao] [google]
1723349

So I've devised the perfect park.

Highlights:
-Massive "extremely" exciting roller coasters located conveniently near the entrance.
-Lengthy queues allow guests to enjoy the scenery from above and distract them from the petty nuisances of their lives.
-High-standing stations eliminate crash potentials.

>> No.1723353
File: 322 KB, 1280x768, GuestRehab.png [View same] [iqdb] [saucenao] [google]
1723353

>>1723349
-No exit path provides a direct route downward for guests.
-Slow-falling, nauseous guests are culled and placed in a rehabilitation area to avoid upsetting other guests.

>> No.1723356
File: 476 KB, 1280x768, GuestLust.png [View same] [iqdb] [saucenao] [google]
1723356

>>1723353
-Exciting roller coasters draw in thrill-seeking guests with high-capacity thrills.
-The guests get a great workout while navigating the queue.

>> No.1723358

>>1723349
Imagine you are in front of the line and you feel like you want to piss. That is a long walk. Or a quick drop. But drop kills a man.

>> No.1723359
File: 348 KB, 1280x768, AestheticEats.png [View same] [iqdb] [saucenao] [google]
1723359

>>1723356
-Less adventurous guests enjoy a nice bite of chicken and soda while surrounded by luscious gardens.
-A trilling maze provides endless entertainment for up to 16 guests.

Overall, there's no flaws to the park.

Perfect.

>> No.1723360
File: 328 KB, 1037x710, incredible luck.png [View same] [iqdb] [saucenao] [google]
1723360

>>1723349
Lift-hill at the end of the ride isn't perfect, either.

>> No.1723367

>>1723353
How do you fix it when it breaks down?

>> No.1723375

>>1723367
The rides are perfect. They never break.

>> No.1723480

>>1723359
>Overall, there's no flaws to the park.
>queue has a load of people walking out of it

>> No.1723504

guys they're doing the thing

https://github.com/IntelOrca/OpenRCT2/pull/192

>> No.1723518
File: 15 KB, 300x300, 2dd.jpg [View same] [iqdb] [saucenao] [google]
1723518

>>1723504
[progress intensifies]

>> No.1723525

>>1723504
>coffee

love it

>> No.1723552
File: 764 KB, 1583x920, Transport.png [View same] [iqdb] [saucenao] [google]
1723552

HEY. SORRY FOR CAPS, BUT I AM ROYAL PISS RIGHT NOW. SO CHECK THIS: I'M BUILDING MY MEGA PARK, GOT MY TRANSPORT SYSTEM ALL LAID OUT, AND THEN THIS SONOFABITCH TELLS ME "REACHED MAX LIMIT ON STATIONS FOR THIS RIDE" OR SOMETHING LIKE THAT. WHAT THE FUCK. WHY THAT EVEN EXISTS? CAN I FIX THIS SHIT? WHAT THE SHIT.

>> No.1723572

>>1723552
>RCT get out I'm piss

This isn't locomotion, If you want more stations, make them shorter.

>> No.1723581

>>1723504
This game is already better than RCT2 now.

>> No.1723589

>>1723572
Making shorter didn't help.

>> No.1723604

>>1723552
Just break the lines up. Peeps can't stay on the train for multiple stations (they all have to get off as soon as the train stops, and pay to get back on again if that's what they want), so you don't lose anything by just making each leg of the line a shuttle.

>> No.1723614

>>1723604
not that guy, but i think something like this would double the throughput as well, since you have a dedicated train going through each leg of the line, now going in both directions.

>> No.1723629

>>1723604
>>1723614
Wait, if it's not in the loop - dosent it mean it would go back and forth? And this in turn would mean that it would take really long waiting time?

>> No.1723634

>>1723572
Would Locomotion count as /vr/? I do like that game breddy much.

>> No.1723639

>>1723629
wouldn't it have to stop to load/unload either way?

>> No.1723641

>>1723639
>>1723629
wait, shit. i'm a retard. i see what you mean. that could be a problem. maybe if you doubled the amount of lines and timed them carefully you'd be able to avoid this situation.

>> No.1723652

>>1723639
>>1723641
It's not possible to make them not in loops, I think. It tells me so now. Eh. That is a pickle.

>> No.1723701
File: 56 KB, 1032x645, temp.jpg [View same] [iqdb] [saucenao] [google]
1723701

>>1723652
You can set them to "shuttle mode" but you can also just do something like pic related.

Come on man, use your head.

>> No.1723727
File: 627 KB, 1583x920, ojfvc0re.gif [View same] [iqdb] [saucenao] [google]
1723727

Like dis
I normally charge for these services.

>> No.1723856
File: 347 KB, 800x600, imokaywiththat.png [View same] [iqdb] [saucenao] [google]
1723856

>>1723701
Looks funny but cool. Will add some footpaths along them me thinks.

>>1723727
That seems too messy tbh. I think I'll make a couple like picrelated and 1-2 long-ranged transports. Probly chairlift.

>> No.1723865
File: 435 KB, 1158x892, pacific inversion.png [View same] [iqdb] [saucenao] [google]
1723865

r8 my element

>> No.1723873

>>1723865
i r8 it an 8
in all seriousness though it doesn't seem like it's improperly tuned, so you have that going for you

>> No.1723885

>>1723865
finish, test and post stats

>> No.1723904

>>1723885
It's proving to be a bitch. I don't want to modify the entire park just for this coaster.

>> No.1723906

>>1723865
Imagine if you could tunnel through the pyramids.

muh dik

>> No.1723908

>>1723906
You can tunnel under them and even fit paths and stalls in there.

>> No.1723910

>>1723908
I meant going straight through them, not underneath them.

>> No.1723914

>>1723906
>Imagine you could tunnel
>Through the pyramids
I can say you're a dreamer.
But you're not the only one.

>> No.1723915

>>1723910
I know, but going underneath them is cool too.
Blew me away as a 9 year-old.

>> No.1723934

>>1723353
>attempting to rehabilitate the weak bitches
>not drowning anyone who fails

>> No.1723936

>>1723148
did he died

>> No.1723960
File: 524 KB, 1158x892, I changed it up.png [View same] [iqdb] [saucenao] [google]
1723960

>>1723885
I couldn't fit that much in the space provided, unfortunately.

>> No.1723979
File: 593 KB, 1158x892, the rest of the ride.png [View same] [iqdb] [saucenao] [google]
1723979

>>1723960
Satisfied with the rest of the ride, however.

>> No.1723986

>>1723960
>>1723979
Nice work m7, I r7 it a 7, not gr7 but certainly not deserving of h7

>> No.1724010
File: 366 KB, 1280x1024, guess stats.jpg [View same] [iqdb] [saucenao] [google]
1724010

any one want to try guessing the stats

>> No.1724025

>>1724010
7.5
8
5

>> No.1724040
File: 50 KB, 480x432, If you want me I'll be at the lab.jpg [View same] [iqdb] [saucenao] [google]
1724040

What's the most possible times you can have one single coaster pass through one of its own loops?

>> No.1724046

>>1724040
if you're using a standard issue loop, i'm pretty sure it's 2. may be 4, but i haven't tried that and i'm pretty sure it's not the case. as for larger loops, probably like 220

>> No.1724047

>>1724040
4

>> No.1724053
File: 138 KB, 1280x720, GenericExpressionOfHappiness.png [View same] [iqdb] [saucenao] [google]
1724053

Need to dump some intensity from this tomorrow. I'm guessing the smaller Cobra Roll is having quite an effect. Any other thoughts?

>> No.1724056

>>1724053
i'd suggest moving that smaller cobra roll up a bit so you can slow the trains down to a more appropriate speed as they come in. looks kinda aesthetic though so you got that going for you.

>> No.1724057
File: 91 KB, 972x617, what is this shit.png [View same] [iqdb] [saucenao] [google]
1724057

>>1724053

>> No.1724058

>>1724025
nope
I was pretty disappointed. but i havent added any scenery so it will probably get above 7 at least when i add it

>> No.1724059

>>1724040
At least 2. I thought it was 4, for normal vertical loops.

>> No.1724063
File: 398 KB, 1280x1024, Stats.jpg [View same] [iqdb] [saucenao] [google]
1724063

>>1724058
forgot pic

>> No.1724065

>>1724053
Remove the barrel roll after the first drop. Everybody's blood just went straight the fuck to their head when you got them spinming like that. If you put a loop in there it's nice and slow and thrilling

>> No.1724170

>>1724063
i like the look of that coaster. pretty compact but doesnt look like the clusterfuck my compact coasters always end up as.

i also like your play ground area. good use of the slide. in the last thread i think, someone was asking about a mod that makes entrance and exit buildings invisible. i dont know how you do it, but that would be perfect for that slide IMO

>> No.1724305
File: 14 KB, 640x480, 1-004.jpg [View same] [iqdb] [saucenao] [google]
1724305

>>1723349

>mountain climb to wait in line for a coaster

>>1723358

>not just pissing off the side

Getting kicked out would be worth it.

>> No.1724334

>>1724305
>not just pissing off the side
Well, at least it's not a spiral staircase.

>> No.1724393

>>1724063
>the Zoo Tycoon hot dog stand
Some of those Zoo Tycoon sprites would work well in RCT...

>> No.1724431
File: 589 KB, 1024x768, SCR13.jpg [View same] [iqdb] [saucenao] [google]
1724431

r8 my park?

wasted lots of money on prettification but i think it was worth it even though I barely made the cut

I still need to work on my coaster designs cause they're always either low all or high intensity

>> No.1724463

>>1724431
Pretty cool park design and concept. I like the scenery and the layout. You need to integrate rides a bit more smoothly, they look like you planned the park, then built the rides. It makes them look out of place.

>> No.1724474
File: 309 KB, 1280x720, SCR3.png [View same] [iqdb] [saucenao] [google]
1724474

>>1724431
I like the idea with the path layout and scenery.
Pic related is a recent, somewhat less structured Dynamite Dunes run of mine.

>> No.1724481

>>1724474
>that massive stand-up coaster

>> No.1724505

>>1724474
>>1724481
damn son. i hope you got some sit-down queue lines

>> No.1724507

>>1723356
>vomit in the queue
ahahaha

>> No.1724530
File: 35 KB, 142x99, you are a terrible person.png [View same] [iqdb] [saucenao] [google]
1724530

>>1724010

>> No.1724558

>>1724053
Rolls: The Ride

>> No.1724623

So, from looking at the RCT threads here and seeing all the rides you guys post, I decided to pop back into playing RCT. I was poking around the wiki and came across this on the Admission page:

>The hybrid model is less simple than the other models, because as guests have already paid some form of gate admission, they are less willing to pay hefty ride admission costs, making the rides less profitable.

It's like a lightbulb turned on in my head. I never understood what the mechanics were behind park guests saying, over time, that they weren't "going to be paying that much for Ride X." I just thought that as a ride got older people would want to pay less for it. Is what it's saying here on the wiki meaning that the more I make them pay at the entrance, the less they'll want to pay on rides?

>> No.1724636

>>1724623
I think if its if you charge any entrance, their willingness will be lowered a static amount.

It would be neat if you could do some small amount of paid rides in a pay-at-entrance park, to replicate the upcharge rides of reality. Charge the guests for go-karts, mini-golf, etc and most flat rides and coasters are free.

>> No.1724661

>>1724431
Pretty okay, as another anon says, the rides aren't very integrated, but pretty okay. The only thing that bothers me is the massive empty space on the hill. I think you should utilize that somehow.

>> No.1724668

>>1724623
If you charge even $1 for entry, they'll expect lower ride prices. Also, as popularity and reliability go down through the years, you should lower the price too.

>> No.1724853
File: 291 KB, 1280x800, 9.01 its ok.png [View same] [iqdb] [saucenao] [google]
1724853

i just finished this

>> No.1724868

>>1724853
Pretty cool station.

>> No.1725059
File: 276 KB, 653x948, firsthouse.png [View same] [iqdb] [saucenao] [google]
1725059

My very first attempt at using "building blocks" in RCT. Never really thought they made any sense but now I kinda get it.

I know it's ugly. There are many ugly, but this one is mine.

>> No.1725110

>>1725059

those look better than my first buildings, not that the ones i build now look amazing. the one tip i'd give is to hide the ride entrance/exit with walls since they clash with the building

>> No.1725127

>>1725110
Entrance/exit dosen't allow to build walls on their tile, so it looks a bit off, if I do one on the outside. And the point of this whole thing was to look like its just a canopy for the queue, but it turned out a bit heavier than I expected.

>> No.1725146

>>1724636

This. Jew Karts can usually have prices close to their excitement ratings, even with a park entrance fee.

>> No.1725152

>>1725059
those fences between the entrance and the flowerbed are redundant and look clunky, so i'd get rid of those.

>> No.1725157
File: 264 KB, 642x433, trains.png [View same] [iqdb] [saucenao] [google]
1725157

>>1725152
Yea, looks better without em.

Also I'm trying to do something here but have no idea. I just like the idea of additional supports, so am trying to include them somehow.

>> No.1725162

>>1725157
flowers on top. do it. anything that looks like climbing foliage.

>> No.1725173
File: 232 KB, 1264x986, 33.png [View same] [iqdb] [saucenao] [google]
1725173

>>1724474
>that statue behind the toilet

I lol'd

>> No.1725176

>>1723251
Now that's a RCT coaster if I ever saw one

>> No.1725190
File: 249 KB, 642x433, ohman.png [View same] [iqdb] [saucenao] [google]
1725190

>>1725162
Oh man, that looks fantastic.

>> No.1725193

>>1725190
(some of the flowers fell)

>> No.1725201
File: 313 KB, 642x433, rct001.png [View same] [iqdb] [saucenao] [google]
1725201

>>1725190
>>1725162
Eh?

>> No.1725241
File: 478 KB, 1024x768, bridge.jpg [View same] [iqdb] [saucenao] [google]
1725241

>>1725157

that looks so good that im totally gunna steal it for pic related

>> No.1725243

>>1725201
yeah, i dig it. i reserve the right to use it in my builds though.

>> No.1725245

We OpenTTDX now.

>> No.1725248

>>1723552
Link to workbench?

>> No.1725251
File: 57 KB, 387x704, 1402968202557.jpg [View same] [iqdb] [saucenao] [google]
1725251

>file contains invalid data
life is unreal

>> No.1725252

>>1725248
I think that's Set Sail for Hail.

>> No.1725253

>>1725248
>workbench
I don't know what that is, but the map is "Set Sail for Hail" from v-pack, a bit modified by me.

>> No.1725256
File: 139 KB, 1024x768, UwhRa15.png [View same] [iqdb] [saucenao] [google]
1725256

>>1725245
Don't remind me

/vg/ OTTD was the worst

>> No.1725262

>>1725253

Workbenches were RCT-fansite lingo for basically landscapes that did not have scenario objectives attached to them. There were fucking amazing landscapes made a couple years back, without custom scenery too, that have been lost to the bowels of e-dust and archived internet, waiting to be rehosted.

>> No.1725316
File: 1017 KB, 2165x1438, dynemitedunes.gif [View same] [iqdb] [saucenao] [google]
1725316

Everyone post their own rendition of dynamite dunes?

>> No.1725342
File: 1.26 MB, 1920x980, SCR4.jpg [View same] [iqdb] [saucenao] [google]
1725342

I suppose this is a thing now.

>> No.1725395
File: 397 KB, 1024x768, SCR4.gif [View same] [iqdb] [saucenao] [google]
1725395

messing around in forest frontiers and made this okay-tier dueling reverse incline coaster, which to my knowledge is something not often seen. r8 my aesthetics, or don't. do whatever you like

>> No.1725403

>>1725395
I like that aesthetic, nice symmetry and I love the pit setup

>> No.1725413

>>1725403
in case you're tempted to try something similar, this is your daily reminder that you can't sync adjacent stations if they're not oriented the same way. they are perfectly out of sync and it vexes me to no end.

>> No.1725416

>>1725413
there's another thing for orct2 to fix

need more ways for stations to be considered "adjacent"

maybe manual marking of stations as linked somehow

>> No.1725424
File: 371 KB, 800x600, watdo.png [View same] [iqdb] [saucenao] [google]
1725424

I'm not happy with the way these paths work. Also I don't really enjoy the idea of boats being under the bridge all the time (they do like be there, it's just not that good of a screenshot).

What can I do? Any suggestions? It's upsetting that I can't put trees in the water.

>> No.1725430
File: 321 KB, 800x600, watdo2.png [View same] [iqdb] [saucenao] [google]
1725430

>>1725424
:\

>> No.1725434
File: 82 KB, 800x600, watdo3.png [View same] [iqdb] [saucenao] [google]
1725434

>>1725430
>>1725424
Also these fucking faggots. Do they always stuck? I tried everything now. No luck.

>> No.1725450

>>1725434
this is just what happens with boats when you wait long enough. i've never had it not happen.

>> No.1725459

>>1725434
Don't put track at the back of the station.

>> No.1725481

>>1725459
Testing at the moment. But I remember them being stuck even without it. Will see.

>> No.1725752
File: 7 KB, 640x155, based.png [View same] [iqdb] [saucenao] [google]
1725752

IT'S HAPPENING!!!!

>> No.1725767

>>1725752
>22 may

>> No.1725818
File: 213 KB, 343x432, 98465987345.png [View same] [iqdb] [saucenao] [google]
1725818

>>1725752
Could this mean the end of error trappers?

>> No.1726065

What dya think of this imported terrain? It's a bit difficult to get right.

>> No.1726070

>>1726065
Indeed, looks very difficult to use.

>> No.1726071
File: 222 KB, 1286x988, Capture.png [View same] [iqdb] [saucenao] [google]
1726071

>>1726065
B|

>> No.1726089
File: 428 KB, 1280x1024, rate plox.jpg [View same] [iqdb] [saucenao] [google]
1726089

so im just about finished with this park. tried some new stuff out. i like the result but feel it still looks somewhat bland. could i get some constructive criticism?

>> No.1726105

>>1726089
You're right, it's a little bland, but still not bad. I like all the coasters. I appreciate what you seem to have been trying to do with the "realistic" asphalt everywhere, but aside from not really working in game, it also doesn't look right. More gardens, stalls, and buildings dividing up the big expanses maybe, filing it into narrower lanes. I do especially like your elegant buildings. I guess you made liberal use of zero-clearances for some of those. I appreciate the idea of the tram, but it doesn't look right (in reality the tram track would "blend in" with the tarmac much more, but here it really stands out). I think in RCT, transports are best left off to the side of paths, not down the middle of them.

The building shaped like a frog is cute.

>> No.1726114
File: 526 KB, 1196x720, sidefriction.png [View same] [iqdb] [saucenao] [google]
1726114

Side-friction coasters are cute, but hard to build with even decent stats.

>> No.1726142

>>1726114
Well, duh. No banking and extremely precise requirements for airtime mean they're a bitch and a half.

>> No.1726275

>>1726142
>>1726114
I'd say 6-7 for excitement is good enough to settle for a side-friction coaster, considering how primitive it is..

>> No.1726276

>>1726114
I wonder what is excitement without scenery here.

>> No.1726291

I have a feeling this is the kind of thing that has been asked before, but anyway

How do reduce max G's so my coasters aren't shitty?

>> No.1726305

>>1726291
Post a screenshot of a ride that you want to improve, because it's kind of vague to ask otherwise.

>> No.1726309

Anyone buy through Steam? Any glitches I should know off?

>> No.1726313
File: 1.17 MB, 1252x766, improvements.png [View same] [iqdb] [saucenao] [google]
1726313

>>1726276
It was stuck under 6, like 5.7 or so until I broke down and spammed trees.

The most balanced raw stats I was able to get were like E=5.4 and I=5.8, but to get excitement high enough to breach 6 with scenery, I had to add track elements that drove the intensity up a lot. Since I posted that screenshot I've built more stuff around it and the excitement has climbed higher than I expected, so I may have been able to get it >6 without having such high intensity after all. I'm not super concerned though; it's adequate enough like this.

>> No.1726314

>>1726305
It's not a particular ride, it's all my rides, everything is ultra-extreme intensity with make lateral G's going off the charts

>> No.1726318

>>1726314
Bank your turns. Watch your speed going into curves. Also, corkscrews need care so you don't have trains barreling through them any higher than 35 MPH.

>> No.1726320

>>1726314
Bank every single turn. Don't go into small turns with 120 km/h unless it's a Giga Coaster.

>> No.1726328

>>1726318
>>1726320
Right, gotcha

>> No.1726337

>>1726320
I wouldn't say bank every single turn. There's a time and a place for unbanked turns.

>> No.1726392

>>1726071
It's an exciting start. Much better than the typical pyramid style hills on most scenarios.

Perhaps you need to try using a smaller sample of land, more zoomed in?

Keep posting anyway, very interested in what you come up with.

>> No.1726452

>>1726089
everything >>1726105 said, and i also feel you could stand to be a little more careful where you widen your paths. it's true that it lends itself to a more realistic look, but with so little space between the rides and the asphalt it looks super packed, most noticeably around the dimensionally longer rides, like the middle segment of the woody and around the trains (though it was a noble effort). i'd be shooting to leave at least one square of space between those and the paths next time, so it'll distract less from your ride design and offer a bit more breathing room.

>> No.1726507
File: 317 KB, 1924x1098, RCT Tsuntsun.png [View same] [iqdb] [saucenao] [google]
1726507

Do you guys prefer wooden or steel roller coasters? Personally, I've always enjoyed riding the wooden ones more due to their roughness, in RCT however I usually screw up when trying to build a good one whereas most steel coasters turn out just fine.

Pic related is probably the best wooden coaster I've managed to build so far. When bossted by nearby rides and scenery its stats are pretty great, though I rarely get to build it due to lack of space.

>> No.1726520

>>1726507
those loops around the station are pretty cool. pretty cool coaster overall

>> No.1726527

>>1726071
are you using a program to do this? its pretty badass. add some water an trees tho

>> No.1726578
File: 10 KB, 200x200, land9.png [View same] [iqdb] [saucenao] [google]
1726578

>>1726527
>>1726392
Basically, I stole an elevation map from an OTTD thread, Gaussian blurred it, fiddled with the levels and imported it with 8cars.
Pic is it.

Now I'm trying to get my head round generating my own maps.

If any one knows where to get elevation data with a resolution higher than 90 meters do tell.

>> No.1726591

>>1721731
so much like

>> No.1726598

>>1721731
yea its pretty and all, but it just looks like a town to me. the games a theme park builder not a town builder. where are the rides?

>> No.1726621

>>1726507
It's a nice pair of coasters--I'm surprised the stats aren't better, actually, considering the double-threaded loop and dueling interactions. I would guess that some of the high intensity is coming from the drop-turns right after the lift hill on each, and that you could significantly increase the excitement by winding through a few more gentle air-time hills and helices...in the space after the loops maybe.

I do really like the crisscross finish though. Overall this is a very interesting ride. Rather original I think, in that it's very unlike woodies I've seen in real parks, and yet still good-looking and fun.

>> No.1726635

>>1726578
You can export it from google earth I do believe. There ought to be resources on tt-forums. You might also be able to download stuff from NASA or LANDSAT or whatever directly, although provably in an unscaled FITS format that you would have to learn to manipulate.

I wouldn't worry too much about the surface resolution: real terrain on earth is very self-similar. A coastline or a mountain or a tributary system looks roughly the same on both large scales and small. You can't really tell how big something is by its hightmap, as long as you scale the values reasonably (e.g, you could a hightmap of take the Himalayas and it so that the altitude range only covers 100 feet, and it would look very much like ordinary small hills).

>> No.1726690

>>1726598
I count 5 rides and one stage. Do you think you would find more rides in a real theme park in a space similar to something like on the screen?

>> No.1726723

>>1726621
>pair
Anon, that's one coaster.

>> No.1726732

>>1726598
Giga coaster
Wooden coaster
River rapids
Canoes
Monster truck ride
Frisbee custom ride

The buildings would have a bunch of shops and non-tracked attractions inside them. The fact that most of the rides blend in is proof of how good of a job that guy did.

It's fine.

>> No.1726743

>>1726071
It looks good in the thumbnail, but alternating sloped and flat tiles look ugly. I think to get good terrain, you'll need to right a custom generator that accounts for the way rct handles slopes by favoring towards the extremes of shallow and steep slopes.

>> No.1726780

>>1721729
Ashley used to be a dude's name.

>> No.1726781

Guys, someone needs to make a collab park with racing coasters in mind.

It could be called Synchronization Nation

>> No.1726786
File: 352 KB, 1280x992, QUAD COASTER PROGRESS.jpg [View same] [iqdb] [saucenao] [google]
1726786

--FOUR HORSEMEN OF THE APOCALYPSE--

-Quad giga coaster
-All had 8+ excitement without anything added (which is easy for gigas, but still)
-Added colors
-Got the slow one to catch up with the rest a bit more
-Named 'em
-Got tracks out of the way for better path-building
-Built paths!

Now I still need to add scenery and put it in a park somewhere.
What do you think, guys? I'm new to /vr/ and it's my first time trying a quad coaster. Thoughts?

>> No.1726796

>>1726786
i need stats and a zoomed out view por vavor

>> No.1726815

>>1726781
Routing a triple dueler through multiple squares would be pretty cool.

>> No.1726852
File: 282 KB, 1280x1024, Stats & zoomed.jpg [View same] [iqdb] [saucenao] [google]
1726852

>>1726796
Pic related... There's some elements in there I'm not at all happy with, might change that later but atm I'm just satisfied it runs smoothly and simultaneously.

>> No.1726925

>>1726723
Oh, I didn't even notice they were "mobius"! I did notice the dual time and length stats, but I didn't process it. My comments still apply, moreso even because multistation coasters generally have hugely inflated stats, as their numbers account for both stretches. That might explain the high intensity though.

>> No.1726930
File: 17 KB, 210x240, carlos.jpg [View same] [iqdb] [saucenao] [google]
1726930

>>1725395

Those rides are the pits.

That's a great setup though, may have to do an underground section in my park.

>> No.1726941
File: 13 KB, 200x200, Smile Dont forget.jpg [View same] [iqdb] [saucenao] [google]
1726941

>>1726786
Error trapper soon stalker.

Friendly reminder to save often.

>> No.1726960

>>1726313
It's pretty!

>> No.1727013

>>1726941
What's that? Never had any problems with error trapper or something, I'm working with normal client and no modifications or whatever, not sure what you mean?

Added a station building - decent? Or ugly?
Also, is anyone interested in trying more quads? Or making a quad collab or something? It's pretty difficult and time-consuming...

>> No.1727030

>>1726930
carloooooos

i'm going to be messing around with some other designs too, so i'll report back when that comes to fruition i suppose

>> No.1727035
File: 359 KB, 1018x1340, Scenery yo.jpg [View same] [iqdb] [saucenao] [google]
1727035

>>1727013
forgot pic

>> No.1727079

>>1727013

yeah a parkwide dueling coaster in the next collab would be pretty sweet

>> No.1727083

>>1727035
P good for such a monstrosity considering what you had to work with but bro, I can see weeds growing inside, ugly.

>> No.1727095

>>1727083
I can't not pay attention to it now that you've pointed that out. Good god this is gonna be an OCD filled week.

>> No.1727128

>>1727095
I'd say just make the inside checkerboard?

>> No.1727137

>>1727095
you've only got to put up a few walls, shouldnt take a week. dont bother filling up the entire inside of the building, just make it look good from any of the 4 angles.

>> No.1727142

Nah, raise the whole thing by one and put blocks underneath.

>> No.1727145

>>1727137
I know. But this little detail will now bother me in all of my creations, and I plan to build plenty this week.

>> No.1727156

>>1727145
well, thats good, IMO. i hate looking at my old buildings where i can see a grass floor through the window. we need autisim like this to help keep up honest, pure, and on top of our game

>> No.1727329

>>1727095
>>1727083
Just make the ground inside dirt or something that isn't grass.

>> No.1727410
File: 403 KB, 1024x768, SCR5.gif [View same] [iqdb] [saucenao] [google]
1727410

>>1726930
as promised. lift ideas as you like.

>> No.1727415

>>1727410
I love this setup. This is the kind of stuff I'd expect from an official scenario.

>> No.1727421
File: 41 KB, 296x329, concussion-01.gif [View same] [iqdb] [saucenao] [google]
1727421

>>1727410
>Vekoma SLC

>> No.1727434

>>1727415
that's rad. it's my intent to join in on the next collab map, so it's good to know i'm up to snuff. even if i'll never beat that middle square we've got now. ever.

>>1727421
thank you. i will be sure to look out for concussions and seek medical attention if somebody has one

>> No.1727436

>>1727410
oh damn that's nice

>> No.1727585

Yo, picked the game up on Steam and downloaded the RCT1 scenarios + /v/ pack.

First reply is what scenario I play first. Will post updates.

>> No.1727590

>>1727585
urban park.

you don't really have to do it, though.

>> No.1727598

>>1727590

I hate you.

>> No.1727608

>>1727598
just be glad i got to the punch before someone suggested NO RESTROOMS ALLOWED or something to that effect.

>> No.1727624
File: 728 KB, 1158x892, FUCKING DONE.png [View same] [iqdb] [saucenao] [google]
1727624

>>1727608
That map is not as hard as you'd think.

>> No.1727631

>>1727624
that's surprising. i figured it'd be at least an upward battle to keep the park rating up alone, but from the look of it i'm wrong. what would you say would be the most difficult scenario from that group, then?

>> No.1727636

>>1727631
Not having restrooms and other amenities actually keeps park rating high by making guests leave before their rating plummets. The trick is making sure they can leave quickly and getting the guest count up.

>> No.1727638

>>1727631
Those stupid Tycoon Test pieces of shit with objectives of 2000 guests before the end of year 1. Fuck those.

>> No.1727641

>>1727638
i don't have those in my /v/ pack for some reason and now that i am wise to their existence i am not even riled about it. awful.

>> No.1727642

>>1727638
I guess you aren't a tycoon then.

>> No.1727648

Does anyone have the direct download link that has RCT 1 2 and 3 plus all the expansions that used to be in the OP a couple of years ago? Did that shit get taken down?

>> No.1727672

>>1727624

the capitalization on GOKARTS gets me every time

>> No.1727767
File: 65 KB, 1844x939, test.jpg [View same] [iqdb] [saucenao] [google]
1727767

>>1726578
You could try your hand at making your own.

Get Sketchup, make terrain, the caliberate the fog in such a way that closer terrain is more brightly colored, like pic related that I made for a 3D stereogram.

>> No.1727801
File: 107 KB, 1844x939, terrain example.png [View same] [iqdb] [saucenao] [google]
1727801

>>1727767
>>1726578
Here's an example I whipped up in about 5 minutes to demonstrate the creation of custom terrain maps. It's not as detailed as yours, but then again, 5 minutes.

>> No.1727861

>You need VS2013 to get openrct2.dll
and dropped.

>> No.1727882
File: 833 KB, 1284x928, notmuchtoseehere.png [View same] [iqdb] [saucenao] [google]
1727882

>>1725316
>>1725342

am I late to the party?
not much to see here anyway :P

>> No.1727891

>>1726309

I bought RCT1 through steam and I'm fine so far.
Win7, 64bit playing in window mode.

>> No.1727903
File: 294 KB, 2048x2048, terrain_heights.jpg [View same] [iqdb] [saucenao] [google]
1727903

>>1726071

you could model a terrain you like in any 3D modeling software and export it as a greyscaled heightmap. i've got to try this when I get rct2 :>

>> No.1727908

>>1727882
no. the party never stops.
why you naming your rides after your social security number tho

>> No.1727923

>>1727908

because i feel ashamed for not naming them at all

>> No.1728002
File: 397 KB, 800x600, names.png [View same] [iqdb] [saucenao] [google]
1728002

>>1727923
Dont be.

>> No.1728052
File: 1.04 MB, 1275x886, nouseforaname.png [View same] [iqdb] [saucenao] [google]
1728052

>>1727882

i did the dynamite dunes after not playing for a decade.

mothball mountain is my progress so far (don't mind the motion simulator tho, i cramped this in without thought).

>> No.1728126
File: 2.16 MB, 1858x1071, mothballrct1.png [View same] [iqdb] [saucenao] [google]
1728126

>>1728052
I just finished Mothball Mountain a few days ago, so I thought I'd put mine up.

>> No.1728142

>>1728126
What the fuck is wrong with your centipede ride? Is it your latest addition or why is there no people queueing for it, it's usually the most popular ride of my parks.

>> No.1728153

>>1728142
You mean the ministeel/junior coaster?

>> No.1728170

>>1728153
Yeah, that one. I forgot what it's called in game.

>> No.1728173

>>1728170
The ride has 3 trains, so it has a pretty high onride capacity.
The train design is a ladybird, not a centipede

>> No.1728176

>>1728173
Oh, that explains. Was wondering that it is a pretty long ride but the queue is small as fuck.

Also yeah, ladybug it was. It just reminded me of a centipede at first.

>> No.1728178

>>1728002

>Pisscentral

Lel. My brothers and I (and a couple of our cousins) would always name the bathrooms "Suspender Blowout". We would get more creative when we added more bathrooms. Ex: Suspender Blowout 2: The Suspenders Blow Back, Suspender Blowout 3: Shit's Happening

>> No.1728236

>>1728126

nice!
I always struggle with my money and this scenario doesn't offer too much additional funds - so i use to not build that much coasters.

how do you make ur money? .)

also gotta pick up the next scenario quick to keep up, huh? <g>

>> No.1728296

So I finally got a copy of RCT after looking for a disk, for the novelty of having one. So. Mr. Bone's Wild Ride where?

>> No.1728339
File: 592 KB, 1287x750, bandicam 2014-06-30 11-09-55-681.jpg [View same] [iqdb] [saucenao] [google]
1728339

Friendly reminder to always save every few minutes.

FUCKING CUNTOID BAG OF DICKS I FUCKING SPENT 30 MINUTES GOING IN AND OUT MAKING THAT RIVER AND FIXING ALL OF THE RIDE PRICES

>> No.1728356
File: 814 KB, 1266x772, aegyptian.png [View same] [iqdb] [saucenao] [google]
1728356

rate my racing log flumes

>> No.1728358

>>1728356
>Average Speed: 2 mph
Don't the guests walk faster than that?

>> No.1728401
File: 27 KB, 413x395, laugh.jpg [View same] [iqdb] [saucenao] [google]
1728401

>>1728339
>Davy Jones has left the Blood of Lucifer

>> No.1728437
File: 73 KB, 613x446, maze guy.jpg [View same] [iqdb] [saucenao] [google]
1728437

I call it "The Illusion of Choice"

this took longer than I'm comfortable admitting

>> No.1728438

>>1728437
You left an open spot near the entrance

>> No.1728445

>>1728438
Unavoidable without it being ugly and asymmetrical as fuck

>> No.1728492

>>1728445
wtf are you talking about? just close the gap and it will work as it should

>> No.1728494

>>1728178
>shit's happening
i'm dead now

>> No.1728543

I seriously can't relate to all the posts about Error Trappers. I never ever got one in over a decade of playing this game. The first ever Error Trapper I got was when I was messing around with 8cars.

>> No.1728546

>>1728437
>the "make guests angry and tired"-ride

>> No.1728580

>>1728543
look, even though youve never had a nuke fall on top of you, you can still feel empathy for the people of hiroshima, right?

error trappers are only slightly less tragic.

>> No.1728667

>>1728580
I think they're equal.

>> No.1728671

>>1728667
And I, on the other hand, think that nukes are worse.

>> No.1728676

>>1728580
I do feel sorry for people who lose progress through Error Trappers, but it's strange that it seems like a common occurrence which isn't it for me.

>> No.1728690
File: 258 KB, 1415x790, that was an easy fix anon.png [View same] [iqdb] [saucenao] [google]
1728690

>>1728445

>> No.1728725

>>1727410
Hot diggity.

I was thinking about doing something like this in OP's collab park, but I couldn't find enough space to do it like such.

>> No.1728748

>>1728725
given the constraints i was working with it's a small miracle i was able to make it work at all, actually. if you've got something like that made up i'm interested in seeing caps.

>> No.1728798
File: 145 KB, 1280x720, I blame the negative Gs.png [View same] [iqdb] [saucenao] [google]
1728798

>>1724053
Well, I messed with it a bit, and the intensity went up, along with the negative vertical Gs, so I guess they're the source of my problem.

>> No.1728808

>>1728798
i've never had a problem with negative vertical Gs like that. i have a small hunch your problem is equally distributed between your 12 inversions. if you choose to keep all those, good luck.

>> No.1728810

>>1728798
I blame the five thousand barrel rolls

>> No.1728853

>>1728676
they are strange. i never remember getting them throughout my childhood or the past year or so, but the last few months ive been getting them a bunch.

SAVE ME OPENRCT

>> No.1728870

>>1728853
I got them a few times, mostly when changing the volume while the game was running.

>> No.1728886

>>1728870
>not having an external amplifier

>> No.1728892
File: 5 KB, 129x95, station-brakes-failure.jpg [View same] [iqdb] [saucenao] [google]
1728892

>>1725752
>RCT remaster

>> No.1728904

>>1728886
>implying I even cared about that ten years ago

>> No.1729019

>>1728236
>how do you make ur money?
Build cheap and focus on high income rides.
A steel coaster set to reverse incline is always a good rollercoaster to start with as they're usually unlocked or quickly unlocked. As a rule, set the price to match the excitement rating.
Also focus on thrill rides and indoor gentle rides too.

>> No.1729128

http://www.reddit.com/r/rct/comments/29hi1r/hypercorrect_rct2_track_listing_verified_by_the/

You may make cool roller coasters, but I'm autistic enough to message the music composer for RCT2 to confirm that I have the correct music titles. I plan on getting these officially accepted by OpenRCT2.

>> No.1729148

>>1725752
Am I being tricked? Where is this posted?

Only 1 result on Google:

http://www.rage3d.com/board/showthread.php?t=34010990

Maybe Mattlab was too based, and wasn't allowed to post that information yet?

>> No.1729401

on a Mac, had RCT2 working about 10 months ago on and now when I try to open it I get a white screen. I forget how I got it to work. I'm in the RCT1 packet and opening the right file, I think, in RCT1. Any ideas, besides get off the mac.

>> No.1729406

>>1729401
If you're on a Mac then at least install Windows.

>> No.1729412

>>1729406
AsI said I had it running in the past, and just don't remember how. I installed it through the wineskin again, and I'm hitting a wall at that point.

>> No.1729454

>>1729412
just install it natively via Bootcamp. Virtual Windows machines are literal shit.
Source: I have an iMac.

>> No.1729549

>>1729454
Wine is a VM? I thought it was more of a compatibility layer.

>> No.1729561

>>1729549
Yes, but it's still inferior to native performance. Plus it's susceptible to all kinds of compatibility holes and crashes.

>> No.1729605

>>1729561
Wine DOES have native performance precisely because it is not an emulator nor a VM...but the other thing you said still applies. Should not be a problem for RCT though, I imagine.

Of course, mac users can just start adopting OpenRCT and stop worrying about platform compatibility.

>> No.1729635

>>1729605
God bless Richard Stallman.

>> No.1729951
File: 562 KB, 1280x720, inb4_spaghetti.png [View same] [iqdb] [saucenao] [google]
1729951

If I can just time the car launches right...

>> No.1730010
File: 753 KB, 2838x768, Ten.png [View same] [iqdb] [saucenao] [google]
1730010

So this park officially ran out of room.

I'm a little disappointed with the side-friction. I'm convinced I could probably make it up to 10, but I'll have to try later. I was somewhat surprised the log flume made it up to 10, but at the same time I'm not.

I tried to make a 10 Go-Kart track but it was 5 minutes per lap and I didn't feel like messing with it enough to tweak it. The best I saw was like an 8.5, which isn't really worth pursuing up to 10.

>> No.1730013
File: 258 KB, 1280x768, NotTen.png [View same] [iqdb] [saucenao] [google]
1730013

>>1730010
I also have a whole new array of coasters to try in a new park though. I can surely get the Mini Coaster up to 10, but I'll mess with it later. I'm also pissed at the Stand-Up Twister, but I think as I add more rides and scenery it'll just work its way up to 10 without interference.

I'm convinced with the Corkscrews' stats that I can get those up to 10, which is what I'm working on now.

>> No.1730050

I just wanna ask something.

Have we done a water park collab before?

I'd be fun to do a massive water park together, and see what kind of aquatic shenanigans could be done, using a base for multiple anons to work from.

>> No.1730078

>>1729128
>Sweat Dreams

>> No.1730210

>>1723504

at first i was excited since i thought they made it like RCT1 where guests pay for rides AND entrance fee but this is just a switch between them

>> No.1730248

>>1730210
SOON

>> No.1730380

>>1728748
I was never satisfied with the designs, so I never saved it. However, It somewhat manifested itself as the terrain for the Go-Kart track in the middle collab square in Op's picture.

>> No.1730389

>>1730380
that's handsome.

>> No.1730482

>just realize the only collab park I've taken part in is the OP pic
Brutal. Anyone here exceptionally good with hypercoasters? I've only managed to break 9.5 once and am trying to do it again.

>> No.1730553
File: 419 KB, 1280x768, FuckyouMini.png [View same] [iqdb] [saucenao] [google]
1730553

>>1730013
Surprisingly the corkscrews turned out to have pretty good stats, considering most have E<<I. This goddamn mini roller coaster took fucking ages to perfect, but I finally did it.

>6 minute ride time

At least it beats the 11 minute log flume.

>> No.1730557

>>1730553
You should open theme park with your naming conventions.

>> No.1730559

>>1730553
What a fuckfest

>> No.1730560

What's a good sandbox scenario with a decent landscape? The /v/ pack is full of goddamn pancake lands.

>> No.1731080
File: 490 KB, 1282x804, Launch HQ 1.png [View same] [iqdb] [saucenao] [google]
1731080

>>1730482
Literally over half of the collab park spaces I've done are in the OP, it's a weird feeling.

No really, 5 done and 3 in the OP.

>> No.1731089
File: 903 KB, 1278x868, wouldbemorefun.png [View same] [iqdb] [saucenao] [google]
1731089

this scenario would be way more fun if I wasn't allowed to sell ancient pyramids and monuments.

like this it just turned out as another shekkles land :A

>> No.1731097

>>1731089
>Selling the starting scenery
>EVER

>> No.1731130 [SPOILER] 
File: 9 KB, 172x200, 1404209030194.jpg [View same] [iqdb] [saucenao] [google]
1731130

>>1731097

dont jump to assumptions!
i added it back to increase coaster excitement ratings

>> No.1731347
File: 306 KB, 1280x1024, EXCITEMENT RATING OF SIX OR HIGHER.jpg [View same] [iqdb] [saucenao] [google]
1731347

I just spent hours on this scenario, didn't even finish it and I bet you guys aren't even proud of me ;_;

tfw you realize you're shit at coaster-building

>> No.1731447

>>1730050
Thinking about it since last night, I think I really do wanna do this badly.

Would you guys be game for a water park collab, if someone were to set up a map for it to be used?

>> No.1731476

>>1731447
I woud be up for it.

>> No.1731486

>>1731476
I might try to make a map for this, if others are up for it.

Maybe I'll make a map mostly of water, with some islands to work as your place where you do your part of the collab, with plenty of islands for people to choose from.

>> No.1731506

>>1730050
That sounds like a lot of fun, count me in.

>> No.1731669

>>1731476
that sounds kinda rad, so sure.

>> No.1731671

>/v/ pack - updated to include the latest scenarios and tracks made by 4chan users and some other communities (We're updating this file as more stuff is created, currently has 96 scenarios and 126 tracks, includes sandboxes):
>http://www.mediafire.com/download/6izs1w1tn7z1sk7/vpack.zip

>See this
>Install RCT for first time in years
>Extract files
>Load game
>...nothing new
>wat do?

>> No.1731707

>>1731671
Did you put all the scenarios in the Scenario folder, tracks in the track folder, etc.?

>> No.1731717

>>1731707
yep

>> No.1731823

>I have the strangest feeling someone is watching me

>> No.1731837

What is the best way to get guests in your park? I have a year and a few months to get 500 more guests to my park to complete the objective, but I don't have space to build more stuff in a way that the park looks good still, and I've already put money towards advertising my park.

>> No.1731848
File: 2.14 MB, 1000x563, 1398037638447.webm [View same] [iqdb] [saucenao] [google]
1731848

>>1731823

>> No.1731949

>>1731837
If I need to add guests without adding more rides, I lengthen the queue lines. It won't solve your problem but it'll help a little.
>>1731347
>getting 7.7 excitement on a suspended coaster
>shit at coaster building
Pick one, and only one.
>>1731089
Dude, your suspended thingy is backing up. Reset that shit.

>> No.1732058

>>1731347
>those scores
>without scenery spam
I applaud you, especially for that suspended.
I'd love to see how high you could get it with scenery.

>> No.1732123
File: 1.20 MB, 700x1059, HRRGH.png [View same] [iqdb] [saucenao] [google]
1732123

>mfw hexacollab savegame still not in my mail inbox

>> No.1732360
File: 701 KB, 1150x896, kartwin.png [View same] [iqdb] [saucenao] [google]
1732360

Karts&Coasters will always be a map I enjoy looking at.

>> No.1732495
File: 302 KB, 1280x720, TwoCanyonFiveMe.png [View same] [iqdb] [saucenao] [google]
1732495

Thought I'd have a go at a 2x2 Collab with some friends. How'd I do?

>> No.1732514

>>1732123
Creeping has the park right now, but I have no idea if he's started yet.

>> No.1732524
File: 435 KB, 1024x768, GL-X-Flight.jpg [View same] [iqdb] [saucenao] [google]
1732524

I think we can all agree that flying coasters are Vekoma's best coasters.

>> No.1732586

>>1732495
Windy

>> No.1732740
File: 57 KB, 500x501, 1403737170840.jpg [View same] [iqdb] [saucenao] [google]
1732740

>TOGO Heartline Twister
https://www.youtube.com/watch?v=fqCXRVuT83A

>> No.1732753

>>1732740
Ahh, music to my ears. It wouldn't be TOGO without the groans and cries of pain.

>> No.1732856

>>1732740

i'm probably underestimating how rough of a ride this actually is, but i kinda wanna ride it

>> No.1732874

>>1732740
>That head clearance
What is the maximum hight? 7 ft?

>> No.1732887

>>1732874
If it were, how would that be a problem? How many people are there even over 7 ft tall with healthy enough hearts to ride a roller coaster?

>> No.1732942

>>1732856
It looks like one of Togo's better rides.
Sadly, there aren't many of these left.

>> No.1733401
File: 52 KB, 455x451, nuts.jpg [View same] [iqdb] [saucenao] [google]
1733401

>>1732123
>>1728339

I think he had a little rage.
That pic is definetly on the Hexa Collab.

>> No.1733503

>>1733401
Yeah, I had a little rage because fuck. I should just send it to Rvnx because I'm focusing on the NEDesigns contest right now

And I've played Europa Universalis IV nonstop today.

>> No.1733505

>>1733503
Woops, I should send it to igotbored. At least I catched that.

>> No.1734091

>the last post was 9 hours ago
So how about them rollecoasters, guys?

>> No.1734101

>>1734091
looks like we're dying. its been a good run guys

>> No.1734104
File: 659 KB, 1280x960, 047__1280x960__0.jpg [View same] [iqdb] [saucenao] [google]
1734104

>>1734101
everyone is asleep post flat rides

>> No.1734107

>>1734091
limited
I get bored of trying to build nice ones in 2 because of both limited element selection and restrictions on testing those elements, It's hard to know what is making a coaster better or even function. I fall back on goofy, more open games like Disney:UR and KSP.

>> No.1734117
File: 44 KB, 500x265, trainride.jpg [View same] [iqdb] [saucenao] [google]
1734117

>>1734104

>> No.1734118
File: 1.17 MB, 1280x960, Tilt-A-Whirl_in_Saskatchewan.jpg [View same] [iqdb] [saucenao] [google]
1734118

>>1734104
step aside, plebs

best flat ride coming through

>> No.1734129

>>1734118
This nigga knows what's up.

>> No.1734145
File: 891 KB, 1200x800, 1388510926_4d83df171f_o.jpg [View same] [iqdb] [saucenao] [google]
1734145

>>1734101

its not that we are dying, we just need to hibernate a while and get our inspiration back.

if im not mistaken we already hibernated once, and months later we came back for this latest run. /vr/ct will rest and become strong again.

>> No.1734146
File: 55 KB, 696x331, Heartlintw...wait.jpg [View same] [iqdb] [saucenao] [google]
1734146

>>1734104
NO

>> No.1734149

>>1734145
Sounds about right, I think the threads died off around this time last summer and came back in May sometime.

>> No.1734153
File: 176 KB, 1024x680, 1381307766587.jpg [View same] [iqdb] [saucenao] [google]
1734153

Has there ever been a coaster that simulated oversteer?

Something with a pivot at the front and a curved track at the back of each car so it gets ~30 degrees of slip angle in each direction, either hydraulically controlled or, with less angle, inertia controlled?

Watching some videos of fastest coasters and then watching videos of my favorite woodies made me think about what Formula Rossa was supposed to convey about an F1 car. Extreme speed and long sweeping corners, but it seemed so boring without remarking on the wasteland of scenery that surrounds it. And I though about what I considered the most exciting part of woodies, uncontrollability; the sometimes violent bouncing when they come off bankings or change camber, or the jumping of a camelback hill. That same uncontrollability is felt in a car oversteering versus an F1 cars near unlimited grip and great speed telegraphed and commoditized into a boring record coaster.

>> No.1734157

>>1734118

oh hell yes

>> No.1734158

>>1734153
RCT3 Drift coaster

>> No.1734161
File: 452 KB, 1158x892, spruce dips.png [View same] [iqdb] [saucenao] [google]
1734161

Rate my hastily-designed wooden coaster.

>> No.1734181

>>1734161
small n sweet-o
Put some ride in the open space or use it for the coaster. I would say a well scenery'd Carousel, but you've already got one.

>> No.1734205

>>1734161
looks fun. would ride.

i'm getting the itch to play. gotta finish spanish homework first. damn summer classes

>> No.1734209
File: 144 KB, 577x441, 0e24df20a8.png [View same] [iqdb] [saucenao] [google]
1734209

god I'm proud of the needle threading on this chair lift

>> No.1734275

>>1734209
DAT PRECISION

>> No.1734278
File: 48 KB, 1024x1024, 1401037866691.gif [View same] [iqdb] [saucenao] [google]
1734278

>>1734209

>> No.1734283
File: 106 KB, 500x375, 1404115513782.jpg [View same] [iqdb] [saucenao] [google]
1734283

>>1734209
hooo boy

>> No.1734305
File: 189 KB, 1280x720, hooray for desynchronized bubble animations.png [View same] [iqdb] [saucenao] [google]
1734305

Finally started work on some hot sweaty No Borders Collab action.

>> No.1734307
File: 330 KB, 1280x1024, fuck.png [View same] [iqdb] [saucenao] [google]
1734307

That's probably enough rct for one day...

>> No.1734312

>>1734307
Goodness.

>> No.1734357

>>1734305
shouldn't the bubbles be synchronized after you save and reload the game?

>> No.1734380

>>1734357
By desynchronized I meant that the animation loop for each tile is offset by a random amount. That way you don't get huge fields of identically animated bubbles, which would look completely shit.

>> No.1734430

>http://www.nowgamer.com/features/2355603/the_truth_about_rollercoaster_tycoon_4_for_pc.html

>> No.1734454
File: 15 KB, 177x278, Kornheiser Questionable.jpg [View same] [iqdb] [saucenao] [google]
1734454

>>1734430
>As is popular with games these days, Rollercoaster Tycoon 4 on PC will be available on Steam Early Access. No details were given on when, though Chesnais suggested news wouldn’t be too far away.

>Chris Sawyer is involved with the PC project, though, which should give fans hope to hold on to. Sawyer was also involved with the recent Transport Tycoon mobile version, and we can’t give that enough praise. Seriously, you should buy it.

>Elsewhere Chesnais had described Rollercoaster Tycoon 4 on PC as an online game, adding that social features will be key to the experience.

>> No.1734458

>>1734430
Atari shat the bed by releasing a god-awful mobile game.

>> No.1734484
File: 224 KB, 720x400, 1386782678586.png [View same] [iqdb] [saucenao] [google]
1734484

>>1734430
>But that doesn’t mean the mobile game should be a write-off.

Yes it does, you pricks, the mobile game was a cashgrab. It abandoned almost every basic game mechanic that made Rollercoaster Tycoon good. It was a fucking Facebook shovelware game with a pricetag.

>adding that social features will be key to the experience.
no.... NO!

>> No.1734487

>>1734430
>>1734484
Here's also a counterpoint someone on /v/ posted about Chris's involvement. They are kinda old; no idea about their validity.

http://www.pockettactics.com/news/ios-news/chris-sawyer-involvement-rollercoaster-tycoon-4/
http://www.dualshockers.com/2014/03/25/chris-sawyer-has-no-involvement-with-new-rollercoaster-tycoon-titles/

>> No.1734489

>>1734430
/g/ is leaking isn't it?

>> No.1734494

>>1734430
leaderboard for RCT? wut?

why do i feel like all the fun we have with small unique scenery pieces and intricate complex coaster designs is going away and never coming back

also that lead guy sounds like he knows nothing about the series but is trying to hide it by "listening to the fans"

im about 7/10 mad

>> No.1734495

>>1734487
Yeah, these are really old. It's been three months since those articles, so CS could have become involved since then.
I remember /vr/ct got pretty riled up when RCT4Mobile was released. We're talking universal loathing. We love to hate that abomination.

>> No.1734496

>>1734209
Awesome

>> No.1734515

How about we make an official /vr/ct RCT4 wishlist, and physically mail a copy to the Atari headquarters?

>> No.1734517

>>1734495
its all terrible, that mobile game. but the icing on the shit cake for me is that fuck huge drop straight into the tight unbanked turn.

this is the first game franchise i actually care about not getting fucked up by new devs. the mobile game is bad, but maybe atari just made it to make some quick cash because they are spending so much to make the PC game super good. right? RIGHT? HAHAHA

>> No.1734519

>>1727410

ok newbie here, SugoiBoi how long did this take you? Just for the coaster.
I love how it just hugs the ground but I always find it's difficult to manage the speed. Here's how I do mine:

-Start with lift hill and first 2 or 3 elements/turns
-immediately abort and just make coaster go back to station
-test speeds/G forces
-delete "abort mission" portion of track, add one or two more turns
-"abort mission" again and go straight back to station
-test speeds/Gs
-delete and fix stuff I fucked up in previous 4 elements or so
-test again
-etc etc.

I find that I can't just "make a good coaster" in one or two passes, and obv you can't test it without completing the track, so I find i'm wearing out my fucking mouse by clicking thousands of straight track pieces to keep making temporary tracks to complete the circuit so i can run a test

is there a better way?

>> No.1734531

>>1734519
After some practice, you start to get the hang of making coasters. Most of the rides I custom build these days are okay after the first build, but I often go back to tweak the ride. It's a lot of trial and error.

>> No.1734556

>>1734519
its all practice. as blue balled said after awhile coaster building will just start to make sense, and you can usually bang out something pretty decent on your first go.

spend time in the coaster editor. i used to practice by placing some premade coasters in the editor, and then building my own right next to the premade, so i could copy things, and get a better idea how it all went together. i know that helped me a lot.

>> No.1734574

>>1734556
>>1734519
Also, look up videos of real-life rollercoasters and try to copy them in-game. I think it helps a bit.

>> No.1734634
File: 752 KB, 1280x1024, park.jpg [View same] [iqdb] [saucenao] [google]
1734634

I'm still alive, just pretty fucking slow

>> No.1734680

>>1734634
The double-decker observation tower is so much better than the default clown-ass looking version, and I think it would go with your semi-mod architecture as well.

>> No.1734696

>>1734519
i've actually been meaning to try the method you've written. i don't try anything nearly that scientific- it's just a degree of mixing what i already know with luck. i've actually been meaning to try the method you've listed. i don't normally do anything nearly that scientific- it's just a degree of mixing what i already know with luck. it's essentially as BlueBalled said: trial and error.

i'll add 'never give up' to the criteria too. it took me about 5 tries to get a design i was satisfied with, especially given the land constraints i was working with. getting a consistent speed was a challenge, and there are a couple extraneous brakes and a chain lift to keep the ride tuned.

>> No.1734707
File: 756 KB, 1286x1052, e318b3e245.png [View same] [iqdb] [saucenao] [google]
1734707

r8 my steel twister

>> No.1734715

>>1734707
p good. Stats could be better. I really like the way you've fit it in its environment. 7/10

>> No.1734756
File: 735 KB, 1286x1052, c1827bbcfc.png [View same] [iqdb] [saucenao] [google]
1734756

>>1734715
Improved. Changed out the way too slow twisting ending for an underground barrel roll.

>> No.1734779
File: 94 KB, 600x450, disgusting.jpg [View same] [iqdb] [saucenao] [google]
1734779

>yfw you find a part of your park that you forgot to beat a handyman to

>> No.1734794
File: 124 KB, 600x419, 2010_09_26_big_monster[1].jpg [View same] [iqdb] [saucenao] [google]
1734794

>implying this isn't the best flatride

Anyone knows if there is a custom ride based on that? The type is called octopus

>>1734680
I don't have one in this scenario, didn't look into changing things afterwards yet

>> No.1734795

>>1734794
Very similar to what I'd call a "Scrambler." One that lifts the "arms" up away from the ground, I'd call a "spider."

>> No.1734854
File: 162 KB, 498x484, bfc24510e3.png [View same] [iqdb] [saucenao] [google]
1734854

>>1734209
the sequel: corkscrews jumping over lots of shit

>> No.1734859
File: 16 KB, 233x232, 1401690775883.jpg [View same] [iqdb] [saucenao] [google]
1734859

>mfw corkscrews are essentially widened loops

>> No.1734864
File: 195 KB, 960x720, IMG_0358.jpg [View same] [iqdb] [saucenao] [google]
1734864

Hi /vr/ct

>> No.1734869

>>1734859
>yfw barrel rolls are just stretched corkscrews

>> No.1734873
File: 149 KB, 530x715, 7456002623156354.jpg [View same] [iqdb] [saucenao] [google]
1734873

>>1734864
>holding disks like that
The hell is wrong with you?

>> No.1734874

>>1734864
>Atari RCT

Was that the one that came with General Mills cereals? I bought a box of Lucky Charms, even though my folks bought generic store brands and I already had a copy, just to get a CD.

>> No.1734879
File: 29 KB, 430x720, shocking.jpg [View same] [iqdb] [saucenao] [google]
1734879

>>1734869
>yfw inclined loops are just loops, inclined

>> No.1734886
File: 174 KB, 600x450, 1403495462739.jpg [View same] [iqdb] [saucenao] [google]
1734886

>>1734879
>mfw helixes are just banked loops

>> No.1734893
File: 1.39 MB, 240x252, 2zyzev8.jpg.gif [View same] [iqdb] [saucenao] [google]
1734893

>>1734886
>yfw quarter loop is a vertical loop cut up into a bitesized chunk

>> No.1734895

>>1734779
>you forgot to beat a handyman to
that sounds so much like a masturbation euphemism it's hilarious

>> No.1734897
File: 10 KB, 280x280, bigmax.jpg [View same] [iqdb] [saucenao] [google]
1734897

>>1734873
How would I hold both at once?

>>1734874
It came on a magazine shaped cardboard with RCT info on it and the game just like pic related.

I couldn`t find my RCT3 disc. It came with the full box and manual.

>> No.1734898
File: 609 KB, 1280x720, SCR62.png [View same] [iqdb] [saucenao] [google]
1734898

Had a dream about a sync'd woodie that entwined with itself, so I made it

Good? Bad?

>> No.1734901
File: 31 KB, 551x555, burnsshock.jpg [View same] [iqdb] [saucenao] [google]
1734901

>>1734893
>yfw loops are just straight track curled up into a loop

>> No.1734904

>>1734898
That actually looks pretty cool.

>> No.1734906

>>1734898
Not bad, just pretty short. Every good synch coaster should intertwine as if they're about to collide.

>> No.1734907

>>1734898
E>I on a woodie says you done good.

>> No.1734908
File: 17 KB, 540x408, 1389812602712.jpg [View same] [iqdb] [saucenao] [google]
1734908

>>1734901
>yfw large loops are just essentially larger loops

>> No.1735014

>>1734898
Great stats for what it looks like, wish my dream coasters turned out so good.

>> No.1735032
File: 88 KB, 550x400, hp_storm_04.jpg [View same] [iqdb] [saucenao] [google]
1735032

>tfw can't build rocket coasters in RCT2

>> No.1735037
File: 1000 KB, 450x234, 1358654430094.gif [View same] [iqdb] [saucenao] [google]
1735037

>>1735032
>can't vertical drop Intamin style tracks without modding/hacking with a trainer

>> No.1735048
File: 67 KB, 620x300, Volcano-620x300.jpg [View same] [iqdb] [saucenao] [google]
1735048

>>1735037
>can't build turns or inversions on impulse coasters
Chris really let us down when it came to Intamin, didn't he?

>> No.1735053
File: 1.59 MB, 370x201, YIE52AO.gif [View same] [iqdb] [saucenao] [google]
1735053

>>1735032
Urge to install RCT3 rising

>> No.1735064

>>1735048
I think Intamin started building a lot of these rides after RCT2 came out, and instead of giving them more track elements, the expansions just reskinned them.

>> No.1735071
File: 844 KB, 180x180, rage.gif [View same] [iqdb] [saucenao] [google]
1735071

>>1735064
>the expansions just reskinned them
Fucking hated this about RCT2's expansions. All they added were scenery and new train styles to match the scenery.

I wanted new kinds of rides, dammit.

>> No.1735079

>>1735071
Hey, they added a couple of flat rides.

>> No.1735102
File: 169 KB, 1280x1024, what is my life.png [View same] [iqdb] [saucenao] [google]
1735102

>>1734898
I, too, had a dream about a rollercoaster, to add to my jungle-themed park. Unfortunately, it required an entire fucking mountain. Yes, the ruggedness of the mountain is on purpose

>tfw saving neurotically every 5 minutes to avoid dat error trap

>> No.1735193
File: 96 KB, 1280x800, MR BONES 2 ELECTRIC BOOGALOO.png [View same] [iqdb] [saucenao] [google]
1735193

So Giga Coasters are OP as fuck.
There's no scenery.

>> No.1735342

I remember reading about a trick to make the default supports permanently go away so that they wouldnt clash with custom supports. How did that work?

>> No.1735353

>>1735342
The way I do it is first you dig a 5 foot hole directly below the default support. Then place an object that gets rid of the support, not move it (the one I usually use is the Clock in the garden section). It should work.

>> No.1735363

>>1735193
>550 foot drop
>almost ten seconds of airtime
>over 9000 feet long
>competently designed
I don't see why this wouldn't be anything but a good coaster.

>> No.1735440
File: 947 KB, 1291x1242, 1.png [View same] [iqdb] [saucenao] [google]
1735440

Backwards headfirst first drop anyone?

>> No.1735459
File: 2 KB, 230x141, 5cef9a1729.png [View same] [iqdb] [saucenao] [google]
1735459

this how we do it, motherfucker

>> No.1735460

>>1735440
this, i like. it's a pretty good looking layout too.

>> No.1735462

>>1735440
A few too many inversions for my liking, but the scenery is top-tier. Fantastic job.

>> No.1735486
File: 414 KB, 1158x892, give me a better name vrct please.png [View same] [iqdb] [saucenao] [google]
1735486

Rate my mediocre vertical dive coaster. And give it a better name.

>> No.1735491

>>1735486
George Foreman's Lean Mean Diving Machine

>> No.1735494

>>1734794
There's a custom octopus flatride that someone made. The texturing isn't the greatest but it's still good

>> No.1735509

>>1735486
I can't understand why you don't just use a wider turn before the photo box and rule out the stupid pseudo-s-bend... unless I'm misunderstanding what I'm seeing there?

>> No.1735515
File: 232 KB, 1280x800, SCR2.png [View same] [iqdb] [saucenao] [google]
1735515

>>1735494
now with 100% more screenshot!

>> No.1735518

>>1735486
I just can't abide a vertical drop coaster whose drop doesn't go into the ground.

>> No.1735519

>>1735509
It hugs the terrain better and it's only going about 25 mph through the turn, so it doesn't overdo it with the laterals.

>> No.1735574

>>1735486
i really like that station building you made.

im shit at names. silver sands?

>> No.1735580

>>1735574
Still a better name than Divestopper.

>> No.1735628
File: 343 KB, 1280x799, hexa1.png [View same] [iqdb] [saucenao] [google]
1735628

i managed to build something on the hexacollab that i didn't immediately hate and delete. i'll probably keep the station but i might change the coaster and spread it out a bit more.

>> No.1735661

>>1735628
That's a boss ass station. Also,
>them glitches with the raised land

>> No.1735704
File: 13 KB, 321x461, Relief.jpg [View same] [iqdb] [saucenao] [google]
1735704

http://en.wikipedia.org/wiki/Jubilee_Odyssey

>"Original plans for the ride showed a SLC ride 265 feet (81 metres) in height, which would have made it the tallest Inverted Coaster in the world and seventh tallest overall."
>we almost had a hyper Vekoma SLC

thank you, god, for stopping this from happening

>> No.1735713
File: 24 KB, 400x300, 1313526030148.jpg [View same] [iqdb] [saucenao] [google]
1735713

>>1735704
Yikes.

>> No.1735779

>>1730050

I'm in if it happens.

>> No.1735845

>>1735704
>>1735713
>hating based Vekoma

>> No.1735858

>>1735704
>the restraint design was modified, due to complaints from several riders of "nipple burn"

my sides

>> No.1735860

>>1735845
>vekoma
>based
yea, nah.

>> No.1735880
File: 153 KB, 920x766, eLIMinator.jpg [View same] [iqdb] [saucenao] [google]
1735880

Made a LIM. Rate please.

>> No.1735883

If I wanted to get into this to build dense, cool-looking rides and parks how much metagaming would I have to learn? I assume there isn't a 'creative mode'?

>> No.1735887

>>1735883
>what's the coaster designer

>> No.1735891

>>1735887
I don't think he's ever played the game before, dear anon.

>>1735883
But yes, there is a coaster designer and scenario modifier, so you can creative the fuck out of a park.

>> No.1735904

>>1735891
oh, that's awesome

>> No.1735930

>>1728236

so yeah i'm playing carts and coasters right now and decided for a free entrance fee run.

and it seems like this is always the better choice. other than in my previous parks im swimming in dosh

>> No.1735993
File: 265 KB, 1280x720, Pirates.png [View same] [iqdb] [saucenao] [google]
1735993

Working at Alton Towers means I come home wanting to build certain themed areas, I spent Monday up in Katanga Canyon, so I built a Canyon/Mine themed collab square then, and I spent Tuesday and yesterday in Mutiny Bay, so I've started a pirate themed square. Collab squares are good for theming practice, I've found.

>> No.1736019

>>1735993
Anyone else having the feeling that the pirate theme has not enough walls? I usually end up mixing it with castle stuff.

>> No.1736024

>>1736019
Yeah, I'm probably going to be using castle pieces for the food court area. Might remodel my station building too, but I'm not sure.

>> No.1736049

So I bought rct 2: triple thrill park. Why it has so little scenarios? Rct1 and its addons had bunch of scenarios

>> No.1736310
File: 64 KB, 115x115, aaaaaaaaaaaaaaaa.gif [View same] [iqdb] [saucenao] [google]
1736310

>>1735880
>eLIMinator

>> No.1736332

>>1735993
Stats? That barrel roll looks painful.

>> No.1736335

>>1735993
>that 1-unit cliff under the water
smooth that shit out son

>> No.1736368

>>1735993
How big a slot did you use for this?

I wanna have a go at one of these maybe sometime...

>> No.1736398
File: 522 KB, 1200x800, everything-is-ok.gif [View same] [iqdb] [saucenao] [google]
1736398

>> No.1736403

>>1736368
Squares in the Hexa Collab are 31x31 IIRC.
Which is quite big compared to the other collabs with 25x25

>> No.1736432

>>1735993
>Working at Alton Towers
Jelly
Give me free tickets pls

>> No.1736449

>>1736049
RCT2's default scenarios are generally bad, grab the /v/ pack and RCT1 remakes from the OP and you'll be fine.

>> No.1736506

>>1736398
nice paths anon

>> No.1736514

guise

can we do a newbies collab park?

>tfw you want to do a collab but heavyweights like blueballed make you feel inferior and you don't want to drag the park quality down with your pleb shit

>> No.1736520
File: 985 KB, 500x384, 6048-500-384.png [View same] [iqdb] [saucenao] [google]
1736520

>>1736514
>implying collabs are about park quality

It's about fun

>> No.1736523

>>1736514
By all means, go ahead. Just plop down a new collab on the ongoing page from the templates page.

>> No.1736525

>>1736520
k i'll try

>>1736523
o shit, i didn't mean any offense, just that your parks are always quality and mine suck

>> No.1736528

>>1736514
for me I just stay out of collabs because of the file errors so common with custom scenery and because I'm afraid of unleashing colossal amounts of spaghetti

>> No.1736529

>>1736525
No offense taken.

>> No.1736531

>>1736528
Most of the older collab files don't have any custom scenery whatsoever.

>> No.1736532

>>1736531
still, the spaghetti

think of the spaghetti

>> No.1736646

Water/island collab when?

>> No.1736663

>>1736646
Libertarian collab please. Or is it in motion already?

>> No.1736824

>>1736663
What do you mean with libertarian?

>> No.1736854
File: 734 KB, 1286x1052, 1c9b02ddb6.png [View same] [iqdb] [saucenao] [google]
1736854

Are fake woodies still cool?

>> No.1736920

>>1736824
Well it wasn't my idea, but I think it means no roads and shit. There was a picture with that kind of park.

>> No.1736937

>>1736514
I'm so game for this. Even if it means I have to start adopting a trip.

>> No.1736940

Hexacollab part two when? I've gotten a nice idea for a square.

>> No.1736959

>>1736854
as long as the scenery fits and your airtime is maximized

Pick a more original name than Colossus, to jump off the red color I suggest Sunbird. Also of point is that car names make good rollercoaster names

>> No.1736964

>>1736959
>Pick a more original name than Colossus
Intentionally making a six flags themed park. Being original with names would violate the spirit of six flags.

>> No.1736984

>>1736964
>violate the spirit
That's a great name right there.

>> No.1736991

>>1736984
Should remake Viper with more loops and name it that

>> No.1737012

>>1736959
>car names
>"328i looks too intense for me."

>> No.1737016

>>1737012
huehuehue
>"I'm not paying that much to go on Pinto!"

>> No.1737021
File: 2 KB, 34x86, 60f9bdd2f8.png [View same] [iqdb] [saucenao] [google]
1737021

>>1737016
at least we have good pinto theming

>> No.1737124

>>1737021
oh man

>> No.1737238
File: 12 KB, 768x648, GRAAH I am just so FUCKING happy right now.png [View same] [iqdb] [saucenao] [google]
1737238

Anyone ever had a scenario like this before?

>> No.1737261

>>1737238
when a guest looks like that, it means they're about to break shit. your only option is to put him down, except instead of doing that you could just move him to a little area with some benches until he breaks them and then work him back into society.

>> No.1737296

>>1737238
This guy came to the park to fuck stuff up.

>> No.1737304

>>1737296
though i'm kinda surprised by that picture. i'd always assumed that happened when a guest's happiness gets low enough, but clearly that's not the case.

>> No.1737312

>>1737304
I think it happens the most often when the guest happiness is low, but sometimes it's just random. This would explain why the collab parks are plagued by vandalism damage after 20-odd years.

>> No.1737380

>>1737312
If I remember correctly, this guest had an incredibly low happiness, but after I went away from his general area to fix other benches and hire security, his happiness had greatly increased.

He returned to normal not two seconds after I took the screenshot

>> No.1737538 [SPOILER] 
File: 18 KB, 275x246, 1404437831458.jpg [View same] [iqdb] [saucenao] [google]
1737538

>>1736398

Where are the rides tho?

>> No.1737660

>>1737261
Maybe try that+ a security guard

>> No.1737824
File: 433 KB, 350x271, bender.gif [View same] [iqdb] [saucenao] [google]
1737824

>letting guests onto a haunted mansion ride for its first runs

>> No.1737838

>>1737660
>put a pissed off person in a stress-relieving playground
>Don't you let any of the steam off now, ya hear?

>> No.1737840

>>1737824
>13 people have died on Haunted House 1!
Spook.

>> No.1737852
File: 47 KB, 999x766, Shocked Ren.jpg [View same] [iqdb] [saucenao] [google]
1737852

>>1737824
>Building rides that can fly off the track

>> No.1737858

>>1737852
My last side-friction coaster had 0.11 seconds of airtime.

>> No.1737860
File: 71 KB, 476x356, 1349642437876.jpg [View same] [iqdb] [saucenao] [google]
1737860

>>1737852
>rides that come in at a relatively high speed

>> No.1737872
File: 156 KB, 1286x988, Capture.png [View same] [iqdb] [saucenao] [google]
1737872

since we're talking about dangerous coasters and dream inspired rides, have this.

The experience is probably not dissimilar to its namesake. People die if anyone rides it.

>> No.1737874
File: 289 KB, 165x200, scream.gif [View same] [iqdb] [saucenao] [google]
1737874

>>1737872

>> No.1737884

>>1737872
Damn fatties

>> No.1737942
File: 744 KB, 1286x1052, cd6334f7bc.png [View same] [iqdb] [saucenao] [google]
1737942

Six Flags anon here, r8 my Hurricane Harbor

>> No.1737958

So is there any way of making the /v/ pack work on RCT1 I don't have RCT2 because of reasons that's why let me live my life damnit

>> No.1737962 [SPOILER] 
File: 32 KB, 468x286, 1404450113350.jpg [View same] [iqdb] [saucenao] [google]
1737962

>>1737958
So is there any way of making the /v/ pack work on RCT1

>> No.1737992

>>1737958
you're free to live your life, but come on now, it's the damn internet.

>> No.1738023
File: 72 KB, 250x250, costanza2.jpg [View same] [iqdb] [saucenao] [google]
1738023

>not starting several scenarios at once, playing a year on each one at a time, and adding rides and attractions to each slowly to have them compete with each other

>> No.1738105

>>1737872
Needs photo-op of their screaming, tortured faces right before the drop.

>> No.1738136

>>1736514
I'm down.

>> No.1738175

>>1738136
I'd be game for something like that.

I barely know shit about making a good RCT park.

>> No.1738261

>>1737538
I always wanted a game to be more about food stalls and benches. Coasters are cool, but for me it is not the main part of the game. But this image is just a g[oof.

>> No.1738510

>>1737942
> dinght slides
these pieces of shit are the bane of my existence. They always crash when fatties ride em for me.

I really like your aesthetics, looks like a proper water themed section of an actual park. If you're trying to recreate it, tho, I can't really rate it cuz I've never seen Hurricane Harbor

>>1738175
>>1738136
So who's gonna make it! :D

>> No.1738541

New bread plox

>> No.1738551

>>1738548
>>1738548
>>1738548

New bread