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#101 Luketh

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Posted 04 September 2009 - 08:15 PM

To take out a ghost object, make the land tile(s) below the object a certain type of land texture you HAVEN'T used in the park yet. Go to 8cars>misc>Manipulate map objects.

At manipulate map objects, select delete small/large scenery (depending on the ghost piece's scenery type). Then select the land type that you put under the ghost object (Dirt, Sand, etc.) and click "apply".

The ghost object, along with any other scenery on that tile, has been deleted. You may need to rebuild a few things, too.

This is for if Wolfie's method doesn't work, too, try his first.

#102 RNRMontuX

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Posted 06 September 2009 - 10:22 PM

Very nice buildings. And I also like that hotel. Nice job.

#103 thirstydeer

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Posted 20 February 2010 - 10:00 AM

It's been a really long time, but I finally do have some screenshots to post. Even though they are incomplete, they at least give you an idea of how things are unfolding in the park.

On a different note, if you have been going to my website for the past number of weeks you'll see it wasn't there. This was due to the website hosting service moving the files over to a new server and somehow a bunch of files which didn't belong to me suddenly appeared in my folder, thus messing up the website. The problem has been fixed.

On to the screenshots...

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STUNT RIDER

This is an updated screenshot of Stunt Rider. The update comes in the form of custom supports used for the ride. This is the first time I've tried doing custom supports for a coaster.



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X-WING VS. TIE FIGHTER

An incomplete screenshot of X-Wing vs. TIE Fighter, a pair of dueling suspended mini-coasters. As with Dueling Dragons at Universal Studios, there are three times that the coasters pass each other by a narrow margin. Theming is not finished.



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DEATH STAR ASSAULT

An incomplete screenshot of Death Star Assault, a flying coaster that at its peak, simulates the trench run in the original Star Wars movie. Still working on the trench run portion, as well as theming, but at least you can see the track.



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BOARDWALK CARNIVAL

Another incomplete screenshot of the Boardwalk Carnival section. This area is a throwback to the traditional traveling carnivals that go from town to town. Even though it isn't themed yet, it will not have much theming when it is done. This will be a "simple" section of the park.



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PARK OVERVIEW

An overview to see how the park has been expanding. Not a lot of detail yet, but you can see the path layout so far.

As always, these and all my other screenshots, as well other information about my parks can be found by visiting ThirstyDeer Online! - my own little RCT2 site. You can also click on my signature below.

#104 thirstydeer

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Posted 10 March 2010 - 05:15 AM

Not much, but here's a bit of an update.

I'm redoing the boardwalk section of the park, but at the same time got the idea to put in a live show in an area that had good space to fit it.

SEA COAST SPECTACULAR

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A live show of sea lions, dolphins, seals, and other marine life. Not just a space filler, there is a circus embedded in the seating so this acts as an actual ride.

Again, not much of an update, but I am actively working on things. I've also done a lot of updating and some tweaking of my website.

Go to ThirstyDeer Online! for all my screenshots, and other information on this and my other park.

#105 Luketh

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Posted 10 March 2010 - 09:40 PM

Okay, sorry I didn't post when I saw the boardwalk update, but I gotta say... that doesn't look too great. The boardwalk is just a collection of flat-rides with queues and exit paths, there's almost no scenery at all. Anybody can make that, and I KNOW you can make it a little spunkier than what you have now. Add palm trees, lights across the pathways, whatever you can think of to make it look more exciting and worthy of more than a 2-second glance by viewers.

I like the Sea-coast spectacular a bunch, it looks really cool. My only suggestion is to try and make the walls that are at the edges of the stands a little thicker. Use 1/4 blocks or even those little 1/8 blocks if you have any of those to make it look thicker than the tiny paper-thin wall you have now.

#106 Wolfman

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Posted 13 March 2010 - 11:55 PM

You got some scenery to add. And I'd make the waterfront a bit larger AKA: "Believable" large enough so it doesn't look like a simle pond. The rest of the park looks pretty good. Can you do the same sort of thing in this new area?

#107 thirstydeer

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Posted 15 March 2010 - 03:14 AM

Not an update, but a question...

By far my biggest weakness when it comes to park creation is architecture. Whether it's design ride station buildings, restaurants, or "fillers" throughout the park. I made sure I chose a wide variety of custom objects that could be twisted and turned into different things (such as NE's ProTour objects) but I just can't seem to do it.

I was hoping there are any suggestions out there so I can work on this. I've tried the basic suggestion of doing a basic building, then changing one thing at a time, making it less boxy and more "shapey". I've looked at many custom parks made by others as inspiration but in the end, I can't seem to translate this into success.

Any help is appreciated... I'm very serious about making a good park.

#108 Luketh

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Posted 16 March 2010 - 12:03 AM

I used to be a pretty lousy architect myself, but now I'm pretty good to okay. I gotta say, the biggest thing is the SMALL DETAILS. Real life buildings have small little details, from A/C units at the top of the building to dumpsters on the side. The small windows and little openings in the walls, everything together makes a big difference. Foliage, from little bushes and flowers to trees surrounding a building help too.

Download the NE workbench at this site, it's got tons of building blocks you can play with and improve your archy with. Also, use Google and look at real life buildings for inspiration.

#109 Sambo

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Posted 16 March 2010 - 03:00 AM

Details - Yes, definitely. Even before that though is get out of the habit of making shoeboxes. By that I mean a 1 x 2 tile - one story brick. Go for "C", "L", or "Z" shaped buildings with a second or third story as a basic shape, then add appropriate details to trick it out. Make enough of them and you will see what looks nice and what doesn't. Practice, practice...

#110 nathan_alexander

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Posted 30 May 2010 - 05:59 PM

The stadium is too tall. It's way too thick with trees. Steel lattuce is rarely used to support a brick structure. Much too heavy for it to support. Tile roofing looks oddly out of place as a roof over a stadium. Also, too heavy for it to support. Use a flat roof instead. You sacrificed a lot of land to use as a no detail parking lot. You build on mostly flat land with little height variance. that looks boring. Try to surround the flat rides with a queue path, then cover or enclose the queue. You will then have a custom structure surrounding the ride. Build taller and sprawling coasters that don't look too tangled up in themselves. You can easily pull up the surrounding land and create a variable height in land formations. If a park is worth doing, it's worth taking the time to make it look great. You shout take the time to DL some of the bronze and gold parks at NE, and get some new objects, and new ideas. Practice what you've seen, adapt it to what you want it to do, THEN put it in your park. These things don't happen overnight.

Good luck. Keep at it.






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