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/vr/ - Retro Games

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>> No.5310815 [View]
File: 179 KB, 1920x1080, NCSO Workbench - Gamma 2019-01-21 01-04-29.png [View same] [iqdb] [saucenao] [google]
5310815

experimenting with a yarnham/victorian gothic theme

>> No.5302364 [View]
File: 167 KB, 1920x1027, Sho Tour 2 Workbench (2018) 2019-01-17 06-35-02.png [View same] [iqdb] [saucenao] [google]
5302364

>>5302361

>> No.5302361 [View]
File: 162 KB, 1920x1027, Sho Tour 2 Workbench (2018) 2019-01-17 06-35-09.png [View same] [iqdb] [saucenao] [google]
5302361

>>5301450
had a crack at it. Never done one of these before

>> No.5302273 [View]

>>5302168
start with the terrain/surroundings to give yourself a good idea of how the rides will flow. If you'd like a hand with it, hmu on discord and I can host a server so we can build together. What you have isn't bad honestly. The log flume is a little bit long, and the mine train seems really tame, but it's otherwise nice

>> No.5298438 [View]

>>5297289
yeah it's the planning for a rapids ride. The zone with the purple grid will be a starflyer custom flat

>> No.5296873 [View]
File: 343 KB, 1920x1080, NCSO Workbench - 2015 2019-01-15 00-13-14.png [View same] [iqdb] [saucenao] [google]
5296873

I'm doing a mix between Ocean Park in Hong Kong and Grona Lund in Stockholm with some friends from New Element. It's weird and fun and lots of spaghetti

>> No.5295564 [View]
File: 799 KB, 1920x1080, NCSO Workbench - Gamma 2019-01-13 20-14-47.png [View same] [iqdb] [saucenao] [google]
5295564

I have a thing for big wood

>> No.5295539 [View]
File: 1.75 MB, 1280x1006, NCSO Workbench - Gamma 2019-01-13 00-01-31.png [View same] [iqdb] [saucenao] [google]
5295539

Welcome to /tcg/: gitting gud edition. a general for games like Roller Coaster Tycoon, Simcity 2000, and Transport Tycoon. Enjoy your stay!

Previous Thread: >>5222897
Discord: https://discord.gg/AzHd2XP

Downloads:
>Open RCT2
https://openrct2.org/
>Open Locomotion
https://github.com/OpenRCT2/OpenLoco
>Open Transport Tycoon Deluxe
https://www.openttd.org/en/
>CorsixTH (Open Theme Hospital)
http://corsixth.com/
>Simutrans
https://www.simutrans.com/en/

---
Helpful Resources (Newfags go here for more info):
>>>RCT<<<
https://pastebin.com/R32Q4Lu6

>>>OTTD/Locomotion<<<
https://pastebin.com/5gagGwu7

>>>Sim City<<<
https://pastebin.com/JcjJjvTx
pastebin under construction, feel free to contribute!

Other business sim series such as Railroad Tycoon and Theme Park are also welcome!

>> No.5278567 [View]
File: 155 KB, 1920x1080, NCSO Workbench - Gamma 2019-01-08 02-57-06.png [View same] [iqdb] [saucenao] [google]
5278567

here's a comfy little recreation of Looping Star to keep the thread alive c:

>> No.5188751 [View]
File: 65 KB, 1920x1080, NCSO Workbench - Gamma 2018-11-30 08-45-59.png [View same] [iqdb] [saucenao] [google]
5188751

What have you been building, /tcg/?

>> No.5172629 [View]

>>5172345
It still gets me every time. How the fuck does anybody design this and think it's ok let alone actually building it the absolute madman

>> No.5133564 [View]

>>5132284
shogo woodies

>> No.5118991 [View]

>>5112297
>https://drive.google.com/open?id=1H3ZtrmAqSxNY-nfD3TqffANJsJLJh5Dj

go for it, I think I'd be down to work on it in multiplayer if we can set something up, I'd be rusty as hell though

>> No.5112121 [View]
File: 568 KB, 1920x1080, Collaboration Nation 2018-05-09 02-15-28.png [View same] [iqdb] [saucenao] [google]
5112121

>>5101698
>>5106291

I can upload it right now if you like, if anybody would like to finish it by all means go for it, I just haven't had the drive to build anything for a while

>> No.5101349 [View]
File: 598 KB, 1920x1080, Thunder Rocks 2018-02-16 17-35-01.png [View same] [iqdb] [saucenao] [google]
5101349

>>5099947
all my shit is unfinished but this is probably my fav project c:

>> No.4905582 [View]

>>4904304
yeah he's kill :<

>> No.4891429 [View]

>>4890369
yeah everybody falls into the trap of having paths the same width and/or a very rigid, rectangular/square-like flow.

NE also likes to talk about "path island syndrome" which is where your paths look like a bunch of squares/circles with rides inside them

>> No.4889467 [View]
File: 1.69 MB, 4160x1809, el-encierro.png [View same] [iqdb] [saucenao] [google]
4889467

>>4889401
>>4889426
Riverland (https://www.nedesigns.com/park/4013/map/3735/riverland/)) takes this principle to an extreme. Its pretty much a direct ripoff of Phantasialand in Germany, with multiple heavily themed areas and thrilling rides. Its incredibly dense, and definitely not what you'd see in an American park from chains like Six Flags or Cedar Fair, but it is an incredible example of masterful park planning and design. The release has 9 save files, showing how the park evolved over time from its humble beginnings in the 70's to its current look now in the overview and final save. Use this, and other timeline parks, as an example of how parks are planned irl. Applying these principals to your current skill level? You could easily get a bronze on NE if you built NCSO, at your current skill level with scenery work (and you're improving there too). I'd suggest posting your current park to NE when its done too, you'll get some great feedback. Just wait until h2h finishes imo.

https://www.nedesigns.com/park/4102/
>giant loop over the go karts
>everything about those go karts
>that path interaction over those motherfucking go karts

https://www.nedesigns.com/park/4021/forest-fire/
>that batwing/flume splash/viewing area being so goddamned perfect
>path built around the bridge and double corkscrew

https://www.nedesigns.com/park/3025/valken/
>that cobra roll hnnnnng
>ride interacts with the landscape throughout
>queue interacts with landscape and ride
>lift hill over path

https://www.nedesigns.com/park/42/
>rapids interaction
>the batwing
>the loop
>the dive
>path places to make for an insane amount of amazing views

https://www.nedesigns.com/park/3513/palisade-gardens/
>schwarzkopf path interaction
>loop perfectly visible for viewers
>woody turnarounds visible from the ground to watch riders
>incredibly fucking comfy
>how the fuck is this only bronze

>> No.4889426 [View]
File: 3.73 MB, 3744x2288, steppenwolf.jpg [View same] [iqdb] [saucenao] [google]
4889426

>>4889401
Here's an ncso example (https://www.nedesigns.com/park/3784/steppenwolf/).). I edited in most of the more obvious sightlines and interaction points because I can't be fucked writing them down. Steppenwolf is such a high level ncso build and like, the gold standard by which NCSO is now judged, along with Blue Oak and a few others. You could basically stand anywhere on the path and there'd be something you'd want to take a photo or video of as a guest. There are so many places that as you're just walking around you can see riders flying past. Notice how the entrance bridge to the area by the woody is built in a way that reveals the scale and detail of the layout as guests enter the area? See how the cobra roll is placed perfect for people to be intimidated by the ride and impressed/scared throughout the entirety of greyback mountain just by seeing riders go through that thing.

There's always something on this map to stop and watch, no matter where you are. Steppenwolf, the woody, the log flume, the boat ride, the rock climbing. The park layout is calculated to never let a guests not see other guests having fun. This is what makes a park layout in RCT and irl really good

>> No.4889401 [View]
File: 2.15 MB, 4271x2316, nedc4-115-the-junkyard.png [View same] [iqdb] [saucenao] [google]
4889401

>>4889374
>>4887137
Theme parks irl tend to build entire areas at once. All of the rides and attractions within that area are designed to work with each other as much as possible to provide the most immersive experience for guests. There's the famous double corkscrew visible from the path at Cedar point, or how the chairlift interacts with Matterhorn Bobsleds at Disney World, etc etc. They don't just build a cool layout and throw shit around it, they make sure that the guests not on the ride can also enjoy it in some way, or that its presence adds to the atmosphere of the park. This is usually achieved by utilising interaction, where the ride goes over, under or through something else. That may be the surrounding path, another ride, the queue line/exit etc etc.

pic related (https://www.nedesigns.com/park/3800/nedc4-115-the-junkyard/)) is a great recent example. The layout is no bigger than it needs to be. While not exactly compact, no space is really wasted inside the layout. There's space around it, but it doesn't use that space just because it's there.

There are three main pointsof exciting, non rider interaction of the ride: The eating area next to the corkscrews, the path placed perfectly to watch the loop, and the cobra roll through the go-karts, visible from everywhere on the map. Notice how those go karts work with the path too, rather than around it? The diagnonal shipping containers both add to the themeing and enhance the experience of the people walking around the park.

Being a design, this isn't a full park. Ideally however, each area of a (large, heavily themed) park should be built like its a design, where you can just take the whole area out and it still works on its own

>> No.4889374 [View]

>>4887137
yeah. I've actually never once finished a solo full sized park, even when I was young, but I've worked on a lot of projects with other people and have a lot of unfinished stuff. Generally I find that realism works best when you plan the park in a rough timeline stage.

ie. what was the size and layout of the park when it opened? What about 10 years later, and 10 years after that? If you think about when things were built, it helps to figure out where to put them and how to lay them out. Parks always start small and expand later, so in the planning, start small and expand later. You don't need much detail in it at all, and honestly you can just say fuck it and build what comes to mind a lot of the time anyway.

Generally the first thing I do is a terrain outline, then the path layout gets planned, then rides, buildings etc. Foliage comes last. The big thing you want to keep in mind is the level of interaction the guests have.

>> No.4886883 [View]

>>4886184
hmmm yeah biggest thing about your layouts I'd say is that while they follow a realistic shape for the most park most of them seem to take up more space than they should given the context of the park. Like that hyper you recently made, had this weird aread between the lift hill and ending section of just open ground unutilised.

This is mostly a park layout and planning issue though, where your rides are being built and then the park around them

>> No.4886062 [View]

>>4885889
that guide is very outdated. To do the station you just need the 1 tile station piece where the boats stop before/after the curve, then you use the tile inspector to copy and paste the entrance/exit, move the to the centre of the curve, then delete the old entrance and exit on the station.

Make sure it hit the "make usable" button on the new entrance/exit location in the tile inspector.

You've been improving a lot lately Narc, its been really cool to see

>> No.4881950 [View]

>>4881934
https://openrct2.org/features
https://openrct2.org/changelog

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