I introduce to you The White Dragon, a 240 foot hyper coaster that features 5 airtime hills, a Intimidator-like turn, an overbank turnaround, and overbank into a 4 g helix, and some high speed turns.
*Story (based on bob_3_'s The Red Dragon): Many years later after the first event between The Red and White Dragons, A young boy is strolling through a cave and notices a huge stone coffin like formation, Intrigued by this he walks up to it and reads the inscription carved in the rock, Bude op???? st??pa??, He will Rise Again. Not knowing what just has happened he runs home in the village. The walls begin to shake and The White Dragon is ressurected from the dead. The White Dragon storms out of the cave onto the nearby town, He begins burning down the village in a search to find his killer, The Red Dragon. The Villagers run to the castle and speak with the king about the dreadful White Dragon. The King sends out a message to all the peasants. For those who conquer The White Dragon will gain the riches of a lifetime. The brave villagers set out to conquer the beast and all have failed. Now its your turn, can you conquer the White Dragon and gain the riches or will you die trying?
Work began in early May as I began brainstorming ideas for my next project. Looking through the exchange and old forum threads I found bob_3_'s The Red Dragon. My mind started wondering what if there was a White Dragon track!? I knew I wanted the track to be a Hyper Coaster from the beginning so with that in mind I began drawing out tons and tons of layouts until picking one that was most realistic and thrilling.
-You begin outside of a Medieval village. As you journey into the village you begin seeing many restaurants and shops. At the center you see The White Dragon. Hearing whispers of the fearsome beast you show your bravery and try to tame the beast. After riding the White Dragon please enjoy yourself and take a ride on the villages other attractions.
This project has custom music, rides, scripts, and 3d models.
To control the top spin:
C/V- Control Arm T- Open/Close Harness Click- Hold/Release break
*As many of you know the file was corrupted and I thought the work was lost, Luckily TallonD93 was able to help me recover the track!
A HUGE THANK YOU TO THE FOLLOWING: TallonD93- Cartextures Kyle Sloane- Sidewalk add on Pack CrazyCoaster- RisingEmpire Soundtrack Meta- Beta Tester TheCodeMaster- Top Spin/ Larson Looper Richard- European CrossRoad Facade Kevin- Station Warehouse-Nutty Dwarf (Slightly Altered) Josh- Paratrooper JAMMYD778- Video TTD03- Just because he wanted on this list
-Please note: This is a very heavy park (99mb huge). Your FPS will fluctuate throughout. If you have any problems please feel free to PM me anytime.
Wow Blase this ride was kick ass and what really added to the experience was the music as I walked into the park. It's a bummer that it wont let me ride 'The Joker Coaster look-alike as my home park of Six Flags over Georgia just installed it this year (A real trip to ride) that wont detract from my rate though. I love seeing parks like this and music, way cool and great job!
Technical Passed all the basic checks. Trackwork was pretty decent, hills seemed shaped well and overall the track didn't really suffer from pumping or many obvious bumps. The entrance into the MCBR needed work and whilst the element was good - it perhaps needed a bit of polish overall. I thought the shaping on the big turn wasn't very good. It felt somewhat lazy and like it needed far more direction and force.Supports were good - not sure on the A-Frame at the MCBR - seemed unnecessary.Technically I thought the scenery was very good - it just seemed rather out of place during the ride. The structures sort of popped up out of nowhere and the rocks seemed very isolated and forced. Could've done with some more queue lines and the such just to really complete the area which was overall - good.
Adrenaline I thought the pacing was pretty good for the most part - except the big turn which was as I mentioned, laboured and killed the start of the ride a little.The layout was interesting though - lacked perhaps a few low to the ground airtime hills but had a lot going on up high and down towards the ground. I thought the overbank - helix combo was really cool and a lot of fun!G-Forces were all in check and seemed to be pretty varied to me. Forces were very "modern" B&M.
Originality Layout was obviously inspired by certain B&M's but I enjoyed it nonetheless. As mentioned I thought the overbank - helix combo was particularly good and certainly worthy of a few points!I thought the scenery did help the ride have it's own identity. Whilst it seemed a bit random in places what was integrated well was good.
Realism Technically I thought the ride was fairly realistic. I think the brake section and pre station area seemed a little poorly thought out, the ride seemed to have excessive block brakes before the station consider the number of trains. I think this part could have been far more efficient.I thought you could have improved the execution of the park area and interacting scenery. More coherence and planning would've helped this ride a great deal.The ride felt buildable and I wouldn't class it as a fantasy ride??? other than in its theme!
This is ride is Awesome very will well theme I love the 3d objects and you based it off the red dragon its has some great airtime on the ride very well unique for the themeing I would add it to any park if I owned one
Technique: Well above average! Plenty of B&M details in there, the layout reminded me alot of Mako although a few aspects such as the big turn around could've done with more punch. There are a couple of jolts during the ride, particularly in the element before the MCBR. Although this is a fantastic element I did notice a bump or too and the snap into the brakes is a little violent. Supports are reasonable, perhaps a little sparce but nothing offensive, maybe apart from the weird horizontal one during the MCBR.
I also felt the second half could've been tighter to make it feel faster, everything was a little drawn out so was left feeling slow.
Adren: The ride was a good length with a good amount of elements, a good speed and height. As I said before the first turn could use more punch, it was abit too floaty for my liking. The hills are done well with plenty of airtime, and I LOVE the overbank-turn combo before the brakes. Again as I said before though, its the second half that lets the ride down, it seems the crawl round the last few elements and I think if it was abit tighter the adrenaline could be better.
Uniqueness: Lovely scenery on this ride. I'm very humbled that you felt like doing a ride to go alongside mine. The town is very.. english and tudor based, which works really well with the white dragon representing the saxons in the legend. The musics nice and the station building, but you could've done with a queue.
The ride itself isn't terribly original but the influences can be seen from Mako & Diamondback and I do love the overbank midride. Once thing that concens me though is the fact that the ride is very square with most corners make the ride have alot of right angles, almost as if it was in an RCT game I'd prefer it if the final hills were angled more towards the lift for a little more variation and a tighter footprint. I also found the location of the storage rails odd.
Realism: Just in relation to the footprint, the elements are very B&M influenced but the actual footprint should be tighter and less spread out. I feel theres alot of open space for a B&M coaster. Also the storage rains are usually situated next to the station, either directly before or after. Shaping is decent alot with the element choice, and the ride has a realistic length and height. Supports are realistic too.
Rider Value: A fantastic plaza area with alot to look at, some nice flats too. The area music adds to the tension and the coaster itself is exciting enough and not too intense for a good re-ride or two. This would definitely be a solid attraction to any park!
Summary: A nice large scale B&M with realistic length and good selection of elements. Just a few small issues with track work and layout footprint that reduces the realism. The area is magical and fits the theme stunningly. So all in all a good solid ride! Well done, and look forward to more.
First off, does this really have to be a 99Mb file?
I walked around and explored your park for a bit. Aside from the "same rocks everywhere in a 20ft pile" cliche that has become the trendy thing to add these days, it was a neat like area. The only thing I didn't get was why the Larsen Loop was so inaccessible and kind of hard to find relative to the other rides.
The ride rode well, with very controlled G's. my main complaint is that your turns were a bit bizarre sometimes. The entrance and exit of the pre-block brake helix pumped pretty hard, especially the exit. Turns before the final brakes were also a bit weird as well and not super-B&M like. They did ride fine though aside from that.
The other thing I don't quite get is the supports on this. B&M will use symmetrical supports whenever they can unless something is in the way. Your ride is in the middle of an open field, so this should be done. It probably helps with stability. Your air hills all look like the hill with the supports in the wrong place were copy-pasted all around the ride and just shrunk as you progressed along. Aside from that you had some obvious prefabs in there as well. The supports for a B&M invert at the very beginning of the block brake were a bit odd. Why not just make a standard A-frame? On the first turn, if Fury 325 can get away with not having the horizontal bar connectors on a turn like that, you can too. Also, in the valleys of the ride the supports are generally very thick (heavy G load), like as thick as the track itself, so keep that in mind.
Ride was paced well for what it was, although I think you could have made the first turn a bit speedier than you did. Maybe a slightly shorter ride would have helped, because this thing totally died in the brakes and they end up pretty much at ground level. Castle theming was nice to look at and not overwhelming, just like the whole excellent atmosphere you set up around this ride. It's a very realistic area and I hope it gets some additions!
T - Not much to say here, the ride seemed pretty perfect Technical wise. I did a bit of nit picking to find some problems, but the couple things I DID find were not major. One problem was that the trim on one of the hills were not straight, as in it wasn't a straight section of track which would cause a problem in real life. (as far as I know). Yeah... That's really it in all honesty. :p
A - Adrenaline was great on this one, very intense and thrilling. Not only that but the layout was quite long and tied together many coaster aspects into one great ride. Good job!
O - Original wise this track was great. The 'village' was really well done and had a great sense of realism with the flatrides. The only problem I found was the lack of queue on any ride, which isn't a big deal nonetheless. This is the only thing that slightly brought your rate down, but besides that the ride was amazing.
Great job on this park, it seems you put a lot of effort into it and I can't wait to see more from you in the future!