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The Ultimate Tomorrowland


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#71 Luketh

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Posted 04 February 2009 - 09:34 PM

I sparsly use the 1/4 tile landblocks. It makes the park feel more realistic without the land looking real tiny compared to the rest of the park, which can happen if you use a zillion landblocks in the wrong way.

#72 rct_noob

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Posted 04 February 2009 - 09:43 PM

An awful looking disaster, obviously. :lol:

#73 Wolfman

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Posted 05 February 2009 - 01:33 AM

I've never reached the object limit myself either, and I have a tendency to use the
1/4 tile land blocks a LOT. IMO, they lend to a more realistic looking, detailed 'hillside'
than simply pulling up full land tiles. It also enables you to get the hills closer to the
tracks themselves (in the pic below, I would have only been able to pull up a total of
5 tiles in the center of where the two tracks circle) so there's not as much dead space
between the tiles and the track. And, it IS a rather tedious task to position what actually
amounts to thousandS (plural) of blocks but, IMO it's worth the effort. The entire area of
whats in these pics is relatively the same size as the mountain in TUT, and I'm positive that
I won't hit the object limit on this. I think you'd have to have a full 256x256 map FULL of
this type of construction to reach the limit.

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Parking structure in the same park.

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And no, I'm not trying to 'hijack' your thread here Wolfman.
Just showing an example of how many 1/4 tile blocks are being used
on this map without hitting any kind of object limit (which IS the
current topic of discussion here).
And........I DO see the 'floating' land tiles. This project isn't quite
completed yet ;) .

Now, back to your regularly scheduled programming :D .

No, I didn't think you were hijacking. Seriously, I know you're trying to be helpful. Nice looking duo Drop Machine you got there K_W, and the parking garage looks top knotch too. ('Cept that next to the stark white parking spots & the handycapped parking on the opposite side, there's no room for thru traffic.) I wouldn't mind seeing the coasters in action. I liked the images so much, I didn't edit out the image Urls for this quote.

And thanks for the cool reply and the pointers. I like the idea of bringing the hillsides closer to the track using 1/4 land blocks. I'll see what I can do about deleting yet un-used SS to try and bring in the blocks. Looks like I got a date with ParkDat & Dat Pre-View tonight. :lol:

Edited by Wolfman, 05 February 2009 - 01:37 AM.


#74 Luketh

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Posted 05 February 2009 - 01:48 AM

Have a good time on your date, Wolfie!

And those are some pretty nice pics, K. What is the park for?

#75 rct_noob

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Posted 05 February 2009 - 02:40 AM

I like the very close terrain interaction and the rocky terrain! Nice job!

BTW, Wolfie, I wouldn't advise having a date with 2 people. :lol:

#76 K0NG

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Posted 05 February 2009 - 04:39 AM

Thanks. I usually use a mix of the dirt, gray rock and grass/dirt 1/4 tile blocks for this type
of terrain but, there were only the dirt ones on this particular bench. And, the dive machine
is actually a hybrid Intamin free-fall and twister racing coaster....there's no lift hill, just a
vertical drop launch. It's for a contest at another site, although I DID do a bit of 1/4 tile
terrain in my Road Rally entry as well. I always seem to find a way to get at least one
area in every park I do nowadays.

#77 Wolfman

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Posted 05 February 2009 - 07:39 AM

I like the very close terrain interaction and the rocky terrain! Nice job!

BTW, Wolfie, I wouldn't advise having a date with 2 people. :lol:


:P

There ARE perks when you get to be MY age.
Girls ain't so possessive, because they already pretty much
collected all their jewelry from their old boyfriends & ex-husbands.
;)


Anywho...

The floorless coaster got a new paintjob, and renamed from Vesuvius, to...

PELE
Goddess of the Volcanos


As I was able to import the objects I needed to create the volcano.
I'm still looking for some fire effects BTW.

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I'm sure the ratings will change, once I get some foliage about the place.
I do trees as one of the last things, as you never know when I'll need to do some ZC.
But bushes, smaller plants and gardens don't seem to be effected by it. So I might get to those sometime.

Some trees I've added are already flickering, because I wanted to see what trees I'd use in different areas.
But I'll probably have to replace those sometime too.


Edited by Wolfman, 05 February 2009 - 08:16 AM.


#78 K0NG

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Posted 05 February 2009 - 10:21 AM

As I was able to import the objects I needed to create the volcano.I'm still looking for some fire effects BTW.


Check your e mail. And, I thought Pele was a soccer dude :huh: .

#79 Wolfman

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Posted 05 February 2009 - 04:03 PM

Check your e mail. And, I thought Pele was a soccer dude :huh: .


Bob Segar, The Alman Brothers, and Hank Williams, all have a song titled "Ramblin' Man" But their not the same song.

There are at least eleven parks that have a coaster named "Viper", (but it's not the same coaster.)

So I suppose it must be quite a streach to have the same name mean two different people. Even though one is a

GODDESS
OF FIRE!

:devil:
(Sorry... I had to play with the reverb there.)
>SnIcKeR!<
:D

Oh and thanks for the Argonath Saved Game file.
You'll be interested to know that I snagged a few objects for the volcano.


I planted some low lying floiage, and left a few places for a small assortment of trees once I've determined that I'm done with ZC for the park. The terraformation of Dinosaur Island has been put on the back burner, due to the PD/DPV sessions last night. (Park Dat/Dat Pre-View) And I managed to find the three larger dinosaurs I was missing. I think I'll try to come up with a better name for the attraction. ("Dinosaur Island" isn't sounding that great to me anymore.) It's just that it's a ride on an island that is already named "Mysterious Island". So I'll have to figure out a new name for it.

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Edited by Wolfman, 05 February 2009 - 07:53 PM.


#80 Luketh

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Posted 05 February 2009 - 09:24 PM

Beast, Wolfie, just beast. (you know what that means now, right?)
Really lovin' the volcano and water effect.

Edited by Luketh, 05 February 2009 - 09:24 PM.





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