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Rct2.com 1st Annual Super Cell Contest Discussion


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#91 Emergo

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Posted 13 November 2005 - 04:16 AM

RCT2.com 1st ANNUAL SUPER CELL CONTEST


Judging:

The basic rules of the contest must be followed.

There will be lots of factors in judging these parks with one component no important than the other. This contest is basically Rollercoaster Tycoon 101.

More areas (cells) is more challenging, therefore would score bonus points with the judges. The peeps must be able to traverse your entire park. The layout of the coasters will be important. Other rides in each area will be important. Theming will play a part. Keeping those peeps happy and moving along will play a big factor.

The winner is not necessarily the park that has the most peeps get through the park, but this will be one component of many that the judges will look at.

I know you will have questions, so please ask away here!

<{POST_SNAPBACK}>



As this is a rather tricky but also very challenging concept, I by now still have some "tricky" questions.

First let me tell you what I did.
I was not thinking I would enter this one (and still think I won't), because of limited time this and next months. But the challenging concept kept moving around in my head, so I did some tests on a layout I thought of.

I made a layout, actually I made 3, in principle similar, layouts, one with the minimum amount of cells (4) one with more, and a third one with even more . All based on the same concept, only the parks with more cells had congruently more coasters and rides in them.
They existed only of the required coasters (with higher excitement in each cell)and rides (+ some extra flat/water/transport rides in each cell), the paths, shops/toilets, but no scenery, as they were just for testing.
I made sure all 3 had (within 2 months from opening the park) a 999 parkrating.

None of the parks initially had any "escape"- paths (paths leading back to the first cell for "I want to go home/cannot find park-exit whiners)

While doing my other businesses in between, I tested all 3 parks during 2 years (setting the alarm to run back to the computer when the 2 years were gone).

After 2 years I made notes of the parkratings and the other going-alongs.

They were like this:

-The park with the most cells (= most coasters and rides) did have more guests than the other ones, although altogether the amount of guests did not differ amazingly after these two years.

- All 3 parks still had a rating of 990+. In all 3 parks still hardly anyone was lost or stuck, at least not to the amount that it influenced the park ratings.

I set my alarm again, and tested all 3 parks again, for one more year, and after that for a 4th year.

After the 3rd year, results were as follows:
In all 3 parks the parkrating now had dropped till around 700, due to lost/stuck peep.

After the 4th year:
In all parks the parkrating now had dropped to zero and they all had a lot less guests than after the 3rd year.

After the 2nd year, I had from each park counted the amount of guests that had done "the whole circuit", so the amount of peeps that came out of the coaster of the last cell of each park, and I counted that during 2 months.
As expected, the smallest park (4 cells) produced the most for that (peeps had just to pass 4 cells, and just 3 chances to get lost or stuck.
The park with the most cells, produced after just 2 years, very few people spitted out by the last coaster.


I counted these things again, after the 3rd year.
Although in all parks ratings were dropping and more peeps were lost, the last coasters of the more-cell parks now produced quite some more people than the former year, (seems logical, people had had more time to come through that many cells) and also the 4-cell park produced some more.

Did the same, after the 4th year (while now in every park ratings had gone to zero and the amount of guests was diminishing rapidly in each park).
Now there still came some peeps out of the last coaster of the 4-cell park, but hardly any out of the more-cell parks.
Seems logical too, for in the more-cell-parks time had lasted long enough for most peeps to get stuck anywhere before the last cell, and due to the zero-parkrating no fresh blood was brought in anymore (the peeps that just flew through every cell without letting themselves been stuck/lost had long since gone and no new ones to do that were brought in, while the rest was stuck somewhere).

Believe it or not, but now I did this whole testing procedure again, for every of the 3 parks, but now I gave all of them 1 (ONE) direct escape path to the exit.

And after that I did it again, after I had given all 3 parks an escape path from every cell.

If I would describe here all experiences that came out of that, I would need half a book and make it even more boring than it is now :lol:

So just some main conclusions here:

- With a bit of parkmaking-experience, it is no problem to make a park without any "escape"-paths and to keep peeps happy and parkratings 990+, during 2 till 3 years anyway. Just after the 3rd year the problems start.

-If it is a park with few cells (4 or 5), the last coaster will , in year 3-4 produce a reasonable amount of peeps that have ridden the last-cell coaster.

-If it is a park with more cells (the more cells the higher the effect gets) these 3 years seem not enough to give a reasonable amount of people the time to reach the last coaster.

- The more "escape-paths" (directly back to exit-cell) in the park , the higher the park-rating stays (also after the 5th year) but the less people will ever reach the last-cell coaster (they now are no longer stuck somewhere, but most will have gone back to the first cell somewhere, so if you have 10 cells, hardly anyone will reach the tenth cell)

The logarithms of the cell-difficulty does not seem a straight line: It is not so that 8 cells seems "double as difficult as 4 cells", it seems more that 8 cells is 4 or 5 times as difficult as 4 cells.
This all goes of course, if they are measured with the same standards.

The timing-moment on which the park (and its quality, flow, peeps coming out of the last coaster) is seen/judged, also is extremely important:

For every amount of cells (the most I tested was 12 cells- as I used no scenery for the test I had space enough!) it is easily possible to have a very good park during the first 2 or 3 years. With a 4 cell park it is also very well possible to get a good amount of people riding the last coaster within 3 years. ( I guess with 5 too, but I did not test every :P amount of cells). With an 8 or 12 cell park this amount will generally be less, due to , amongst others, time.

Final conclusion: the differences due to the the amount of cells, their different interaction with and effect upon the amount of guests that will reach the last coaster and the interaction of the amount of cells and the amount of "escape"-paths with park-rating and time, make it seem to me a near-impossible task to do any judging on these parks.

For how do you take into "deserved" account all those interactions ? At which time do you "measure"/"estimate"/view the "flow"/quality of the park, and at which time the amount of people that reach it to the last cell ?? :phew:

Of course, most goals mentioned in the rules are very clear by now, and "easy", or at least relatively clear to be judged (does every cell have just one coaster?, and is the excitement higher than the previous one? and does every cell except the first one have an "other" ride? etc....)

For quality of coaster-layout there will also be some standards (+ a lot of personal preferences of the judges) and for theming/architecture ditto. :P

The announcement says:
"There will be lots of factors in judging these parks with one component no important than the other."

And also:
"The winner is not necessarily the park that has the most peeps get through the park, but this will be one component of many that the judges will look at.
More areas (cells) is more challenging, therefore would score bonus points with the judges".

Question for Becky:

^ This last one is, after the "research" I did, what I am so interested in, Becky!
Is there any kind of "formula" on how to count/judge these (imo very complicated to establish/value) "bonuspoints", or is this like with the VP, where every judge makes out for him/herself how much/none at all weight is credited for peepfriendliness/accesibility ?

Please do understand it right ( my English may be crippling me here), I do not mean this cynical/sarcastical in any way, I am just plainly interested and (pleasantly) puzzled about that. My testing of the behaviour of the game within the "hard" contest-rules (the cell-thing, limits on coasters, their paths, "other" ride etc) took "4 days" . As said, the game was just running untill the alarm went off and I had to invest 30 minutes again to note down stats and check peeps coming out of the last coaster during 2 game-months, but I did that for quite some variations, although not really enough to make it a scientifically "validated" experiment (LOL!)

I did have a lot of fun testing this, anyway.

I must admit though, that if I still find the time and gust to make a real/complete park out of one of my test-layouts, having had the fun already of the layouts, I will certainly not go for more than 4 cells, unless the judges can convince me that more cells do really weigh up/add to (and how) to all the other aspects of the judging.

Does anyone else have real experiences with "testing" layouts for this contest??

Of course you are free/welcome to post things like " In my park I have......, etc."

But what I am more sereously interested in is if there are people who have set themselves an objective to find out about the behaviour of parks within the contest rules, like "If I make 6 cells, each with 5 flatrides, does it behave differently with the same park that has just 2 flatrides in every cell (while the rest of the park is the same) when I test it during 2, ... or 3.. or 5.. game years ?, or: " Is there a difference in the behaviour of the park when I put in 30 restrooms, compared to exactly the same park, only without any restrooms?"

Anyway, have fun with the contest-parks, and send inthe most amazing things!

#92 Buckeye Becky

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Posted 13 November 2005 - 04:41 PM

:unsure: wow....emergo....I really think you should get outside more :P :wait:

just kidding :lol:

Anyhoo...let's see here...

Question for Becky:

^ This last one is, after the "research" I did, what I am so interested in, Becky!
Is there any kind of "formula" on how to count/judge these (imo very complicated to establish/value) "bonuspoints", or is this like with the VP, where every judge makes out for him/herself how much/none at all weight is credited for peepfriendliness/accesibility ?


The judging factors will be equal weights for all, so formula wise, judges will look at all things I mentioned in the first post about judging.

I really haven't thought precisely how the judging will be done, i.e. come up with a scoring system or anything. When I say that things would score bonus points, I didn't really mean that quite that literally. I meant that more cells is more challenging, therefore, with all other things equal, that park would score higher in the judges eyes. But, if the theming and the coasters aren't so good, than the more cells wouldn't matter much.

I think what everyone should focus on is everything mentioned in the judging. I don't think having more cells will win the contest for you, nor will the most peeps going through your park, or the best coasters in the world. It's all those things.

Do your best at all of it, the only thing that will really take an entry out of contention is if the basic rules of the contest are not followed...that will hurt your chances for sure.

#93 Emergo

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Posted 13 November 2005 - 05:38 PM

Thanks Becky, I got it! B)

(and don't worry, even in our november-rains and storm I could have my nose outside in between :lol: )

Edited by Emergo, 13 November 2005 - 05:41 PM.


#94 Todd Lee

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Posted 18 November 2005 - 06:04 AM

:lol:

Emergo, I really do wish you were participating in this contes! You've put so much time and thought in already, it really would have enjoyed seeing what you came up with!

At any rate, I've done some testing of my own... no where near as extensive as others have. ;) :lol: but testing none the less. My basic goal is just to finish the park. Speaking of finishing a park, I'll be that nobody can find a solo park that I've completed that has been offered up for download! :ph34r:

One thing is for sure, I'm having fun with this one! B)

#95 Emergo

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Posted 18 November 2005 - 11:22 PM

^ Well, Todd, there may be a small chance that I will be participating in this challenging contest. But a very small one, due to my limited time available for RCT these months.

Indeed I have put some thought and time in it (I love the research-thing), but, if I can enter, I already told what I would come up with. (4 cells :lol: ) But , thanks to this contest, I found out some, to me, new behaviour things of the peeps, which I will certainly use in my favour (but not yet going to tell :P )

And now, Todd, you are going to finish (and enter) your first solo-park that will be released ever!
Cannot wait to see it.

And if you enter, let's say, at least 3 days before the deadline, I promise I'll send in mine, even if by that time it is still just a layout with hardly any archy at all


But most important: :phew:


Happy building and have fun! :D

#96 Todd Lee

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Posted 18 November 2005 - 11:46 PM

:lol:
Now, does my entry have to be complete? I hope to have a complete/functional park to turn in, but it's very difficult to get much RCT time in while I'm at home. At any rate, I will turn in whatever I have to show. Then maybe I'll convert the park to a normal park for release later on!

And no, this wouldn't be my first solo up for download... but I still challenge anyone to find my 1 solo project out there! It was released at the Station, with SV4 central hosting it!

(even with the hint, it still won't be found!) :hack: It was a looong time ago..



**yeesh, look at all the typos in my last reply, I guess I should have gone to bed rather than mess with RCT** :fall:

#97 Emergo

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Posted 18 November 2005 - 11:54 PM

Wow!

Another challenge, this time to find your park. But if you already say it won't be found and is never released....... :phew:

And of course your entry does not have to be complete (I figure :wacko: )
But still looking forward to it :D

Wishing you a wonderfull sleep with heavinly dreams!

edit: you say it is released, sorry, but still seems quite something to find out.

Edited by Emergo, 18 November 2005 - 11:56 PM.


#98 Todd Lee

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Posted 18 November 2005 - 11:56 PM

No... no... no... It's been released. :ph34r:

#99 Emergo

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Posted 19 November 2005 - 12:00 AM

^ Yes, I realised at a second read, and edited it in my post.
:D

#100 coastercrew

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Posted 24 November 2005 - 02:58 AM

As this is a rather tricky but also very challenging concept, I by now still have some "tricky" questions.

First let me tell you what I did.....

.......

Final conclusion: the differences due to the the amount of cells, their different interaction with and effect upon the amount of guests that will reach the last coaster and the interaction of the amount of cells and the amount of "escape"-paths with park-rating and time, make it seem to me a near-impossible task to do any judging on these parks.

For how do you take into "deserved" account all those interactions ? At which time do you "measure"/"estimate"/view the "flow"/quality of the park,  and at which time the amount of people that reach it to the last cell ??

Of course, most goals mentioned in the rules are very clear by now, and "easy", or at least relatively clear to be judged (does every cell have just one coaster?, and is the excitement higher than the previous one? and does every cell except the first one have an "other" ride? etc....)

For quality of coaster-layout there will also be some standards (+ a lot of personal preferences of the judges) and for theming/architecture ditto.

The announcement says:
"There will be lots of factors in judging these parks with one component no important than the other."

And also:
"The winner is not necessarily the park that has the most peeps get through the park, but this will be one component of many that the judges will look at.
More areas (cells) is  more challenging, therefore would score bonus points with the judges".

Question for Becky:

This last one is, after the "research" I did,  what I am so interested in, Becky!
Is there any kind of "formula" on how to count/judge these (imo very complicated to establish/value) "bonuspoints", or is this like with the VP, where every judge makes out for him/herself how much/none at all weight is credited for peepfriendliness/accesibility ?

.... I will certainly not go for more than 4 cells, unless the judges can convince me that more cells do really weigh up/add to  (and how) to all the other aspects of the judging.

Does anyone else have real experiences with "testing" layouts for this contest??

Of course you are free/welcome to post things like " In my park I have......, etc."

But what I am more sereously interested in is if there are people who have set themselves an objective to find out about the behaviour of parks within the contest rules, like "If I make 6 cells, each with 5 flatrides, does it behave differently with the same park that has just 2 flatrides in every cell (while the rest of the park is the same) when I test it during 2, ... or 3.. or 5.. game years ?, or: " Is there a difference in the behaviour of the park when I put in 30 restrooms, compared to  exactly the same park, only without any restrooms?"

Anyway, have fun with the contest-parks, and send inthe most amazing things!

<{POST_SNAPBACK}>


Emergo, GREAT research dude! :lol:

It's too bad you hadn't done this, like, 2 weeks before hand :(

I had read this post just prior to opening my initial layout.

I spent the first two weeks excavating my landscape into my 9 cells (mostly land and water adjustments and a little bit of scenery), building my 9 coasters, and adding flat rides and paths for my first 4 cells. My park was looking real promising. Maybe even awesome for that early on. :P

My findings are not as scientific as your, since I did not accurately measure how long I opened my park for (I never reset my date), but they are good rough estimates anyhow.

After my first test run, I had maybe 1400 guests, maybe 1 1/2 yrs? opened, and above 970+ park rating. Most of my guests were stuck in the first two cells. Like maybe 700 in cell 1, 500 in cell 2 and 200 in cells 3 and 4.

Way too many for me to feel confident that any judge, no matter how nicey, nice the rest of my park was, to declare me the "Cell Master".

At that point I was like, OK, get the bulldozer out and flatten 4 cells into 2 and maybe 7 would cut it if I could improve things.

But no, I had to at least try to first see if I could improve those first two cells to get more peeps into the 3rd and 4th ones. I did several revisions of my first coaster and then finally scrapped it and built a new one. The excitement rating of the new one was only .05 less than the 2nd (7.08 vs 7.13) and I reduced the intensity of the 2nd by 0.8. I also added escape routes out of cells 3 and 4.

My second opening didn't seem to dramatically improve the peep thoughput into cells 3 and 4. It did improve, but not to the point that I was confident that I would have any chance of successfully having peeps flow though all 9.

I had maybe 1200 guests in 1+ yrs and 990+ rating. I did improve the thoughput into cell 2, like maybe 600 in cell 1 and 500 in cell 2, but still only 200 in cells 3 and 4. Having escape routes the 2nd time around reduced the number of peeps in cells 3 and 4. The park wasn't opened for quite as long as the first time, but long enough to access whether 9 cells would get me to "Cell Master".

In both these experiments, I only opened 5 coasters: cells 1-4 and cell 7. Peeps couldn't ride the cell 7 coaster, but I wanted to see what affect, if any, it had on the peeps. In both cases, I had 40+ peeps getting lost trying to find coaster 7 and another 20-30 peeps lost trying to find coaster 4.

If I had opened coasters 5, 6, 8, and 9, then forget it. I would have had a peep riot! :wacko:

Duh, I should have done some experimenting myself prior to embarking on such a task. I knew the peeps had limited AI and, being a SW engineer, I should have figure as such, but I guess I got caught up in the challenge.

The whole idea seemed really cool and I'm more into the chess match part of the game then making a park so nicey, nice. Hey, not that I don't think that those VP parks are any good, they're amazing; I just like having concrete objectives... beating the damn game!

Anyway, I'm now at a crossroads. Do I bulldoze to 7 or maybe 6 cells? Do I start all over from scratch and play the conservative 4 cells? Do I scrap the whole idea and save what I have for a VP down the road?

Well, I have 4 weeks to think about it. I've got to use every spare moment the next three weeks to pack up my house, then a couple of days of loading and unloading a truck and another week of just unpacking. :wacko:

I think to make this a more interesting contest the next time around, the rules should state an exact number of cells to build so that we are all on the same playing field.

Hey, too bad someone couldn't write a trainer to like, at one year intervals, change any peep who had in his/her "wants" "I want to go on such and such a coaster", to "I want to go on the coaster in this cell!"

Emergo, one last thing....

While doing my other businesses in between, I tested all 3 parks during 2 years (setting the alarm to run back to the computer when the 2 years were gone).


How do I do this?




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