Thankyou James.
Wolfman I didnt mean resize the sphere. I was just saying that at the moment space mountain is bigger not taller, bigger and thus seems to be the focus of the park, yet it shouldnt be as it looks to me like you want the sphere to be the focal point, what with it being in the centre.
And like K_W I was purely giving a constructive criticism on your park.
I did not percieve K_W's post as being "constructive".
Not to be boastful, but let me explain why Space Mountain is so large. It's the angle that the objects used were made. If I used the steeper version of Fisherman's Awnings, sure, the mountain would be smaller, but it also would have all the wrong angles, and it would look taller, because the sides would be steeper. Like a Megaphone, rather than a funnel.
Also, I wanted a lot of room inside, because in the previous versions I've created of the Space Mt. structure, it was really super hard to design two tracks and get them to fit, without the structure having objects deleted from the roof. Curved elements of the track design would delete part of the "skin", and I'd have to spend a lot of time repositioning the two tracks, and repair any damage because a track was placed one tile out of position. That's how close the tolerances were. One goof-up and it ruins the entire project. With the experience of creating two previous Spact Mountains under my belt, the knowledge I gained dictated how to make the project easier to accomplish. And I did this particular verion in record time.
This time, I wanted the room I needed to create a pair of decent dueling coasters. And I think I reached that goal. (Good ratings too. Too bad K_W didn't bother to mention THAT aspect.) I didn't have to delete and reposition two tangled tracks until they were perfectly placed. (I left some room so I could be off a tile or two.) And I didnt have to constantly repair the roof. Have you ever tried to loft objects, from inside a structure, and aim for a target that's only 1/4 tile wide? And do it blind, because you can't see where you're located the object on the tile grid in order to raise into position? It's a colossal pain, let me tell you.
So it was easier, by far, to build a section of the structure and duplicate it. Because eventually, you build so high, that you block your view of the tiles, making it difficult to position and loft them into position. It was so much easier to be able to see the grid, and place some landmarks such as the colored tile textures. Not to be mean or come across as angry. But try it sometime. It'll drive you crazy. (Another aspect that K_W didn't think about.)
Anyway, the structure is also large, because a monorail is planned to travel around the interior circumfrence. Check out the wavy track of the monorails, as it encircles the midways. There are a lot of curves. And curves take up room, tile-wise. When I eventually make the monorail inside the structure, I don't want to spend most of the design time repairing the foundation walls, because a monorail track was placed wrong and deleted the walls inadvertantly. So the structure is large for several very good reasons. It's less work all around when you think about it.
I hope this explains a lot.
Be on the lookout for the next update. A major terraforming project is in the works. So stay tuned.
Edited by Wolfman, 22 January 2009 - 03:43 AM.