Skyscraper
TS Member
- Favourite Ride
- Nemesis
How's this for coaster and path interactions?
Looking good! You’ve certainly used auto-tunnel to great effect, and I love the interactions!How's this for coaster and path interactions?
Me too mate. It's such a shame as the game performs excellently on PS5 but as soon as you get to the good stuff it's game over. There's some great stuff on the workshop that people have done and I'm starting to get to grips with designing custom pieces but it all seems in vain. You can sometimes stretch to a half decent themed area, but if you want to build a whole park you can pretty much forget it. Such a shameI'm stuck with the console version as I don't have a PC good enough to play the game sadly.
It's still a lot of fun but I feel like build limit on console really restricts making a full detailed park so I just stick to building individual rides and theming them up.
Nice, for a while I couldn't work out which tunnel lead where.How's this for coaster and path interactions?
Is it 17?I'm officially crazy... guess how many inversions this coaster has
Close, it has 18!Is it 17?
I might have a crack at that actually. See how much layout and airtime I can get out of that height and footprintTeam edit: Moved from Thorpe Park Project Exodus discussion
I decided to have a bash at building the alternative layout in Planet Coaster, if anyone's interested. Here's what I came up with based on what Thorpe have provided:
For some idea, this ride is 236ft/72m tall, the exact same height as Exodus. It hits 82mph/132kph, has 4,446ft/1,355m of track, and has 2 trains with 7 cars/28 riders. I managed to get 4 airtime hills in there (2 big camelbacks, 2 lower hills), alongside a hammerhead turn, a mini version of Mako's turnaround, a mini treble clef, and what I guess you could call a mini hammerhead (of sorts).
I apologise for some slightly off profiling in places (I smoothed the hell out of it, but some parts wouldn't budge), but I hope that gives you all a basic idea of what it could have been like. If you're wondering why I varied the colour scheme in places, it's because the planning application mentioned the high points being painted light colours, so I did a bit of a Stealth on anything above about 80ft, as the application mentions.
I hope you find this interesting!
As I said the other week Matt, I cobbled together another Exodus alternative. Very different to my last one. Something about the potential of this ride that looks like Thorpe are wasting that keeps bringing me back to it.Team edit: Moved from Thorpe Park Project Exodus discussion
I decided to have a bash at building the alternative layout in Planet Coaster, if anyone's interested. Here's what I came up with based on what Thorpe have provided:
For some idea, this ride is 236ft/72m tall, the exact same height as Exodus. It hits 82mph/132kph, has 4,446ft/1,355m of track, and has 2 trains with 7 cars/28 riders. I managed to get 4 airtime hills in there (2 big camelbacks, 2 lower hills), alongside a hammerhead turn, a mini version of Mako's turnaround, a mini treble clef, and what I guess you could call a mini hammerhead (of sorts).
I apologise for some slightly off profiling in places (I smoothed the hell out of it, but some parts wouldn't budge), but I hope that gives you all a basic idea of what it could have been like. If you're wondering why I varied the colour scheme in places, it's because the planning application mentioned the high points being painted light colours, so I did a bit of a Stealth on anything above about 80ft, as the application mentions.
I hope you find this interesting!
Currently working on a new theme park, this is the start of the entrance area, a quaint fishing village. I may open a dedicated thread when (WIP name) Discovery Kingdom has more to show. I have scrapped all previous projects as my graphics card died, after managing to get my hands on an Nvidia RTX 3070, we are back in the game baby.
"The Peninsular" is the port of call for entry into Discovery Kingdom. A fishing village filled with plenty of nooks, crannies and tight alleyways to explore, with the world famous "Rum Shack lighthouse bar" sitting atop the Peninsular, you are sure to be well watered at the start, or the end of your adventure into Discovery Kingdom.
Entry into "The Peninsular" will be via the yet to be built ticket huts to the left of this photo.
The studios have been busy building the multitude of wooden buildings, tight alleyways and rockwork that will provide the foundation for this quant little fishing village.
Looking at the plans, there is going to be a small fishing wharf built into the water, I think it will be round here. The buildings, while bare right now, have interesting shapes and designs to really make the village feel real. The water is currently in the lake to conduct a seal test (whatever that means) I am told it will be drained soon to allow progress to continue.
Looking from over the water, this will provide a beautiful photo opportunity once complete.
A shot from the drone gives a good idea of the lay of the land, the water is going to be drained shortly to allow construction to continue. Bridges need to be built connecting the top of the Peninsular to the mainland. You can see the the world famous "Rum Shack and Lighthouse bar beginning to take shape at the top of the photo. There is still lots to do, so, until next time.
1 lift, 101 inversions. Yes it's possible and without killing guests. No supports as they lagged the recording horrendously.
From: https://youtu.be/IXSB6eSAPXc
The pretzel loop would be lethal too!I think those Cobras would have a good go at snapping your neck!