A trifecta of roller coasters in Rebel Gorge, the new park from KG.
Gorge Runner ??? This classic out-and-back wooden roller coaster, inspired by greats such as Boulder Dash, takes riders on a fast paced, airtime filled journey through the trees. Racing along the hillside at speeds of up to 50 mph, this ride rumbles it???s way through double downs, twists, turns, drops, and sudden stops along it???s course. Being build along the hillside, Gorge Runner has a total elevation change of 125 feet; this provides not only a terrain-hugging layout, but also relentless speed. Gorge Runner never lets up from start to finish!
Gorge Runner 50 mph - 0.7 G + 2.9 G 2,902 ft. long 75 ft. lift 90 ft. drop 125 ft. total elevation change 1:40 ride time 2 trains, 6 cars per train, 24 riders
Joan of Arc ??? Constructed by GCI, Joan of Arc is a more modern wooden roller coaster in comparison to Gorge Runner. Featuring a twisted layout and a finale dive to the water???s edge, this ride isn???t for the faint of heart. Much like Gorge Runner, Joan of Arc uses the terrain of Rebel Gorge to it???s advantage, weaving and turning throughout the rocks and trees before ultimately plunging to the water at speeds of 57 mph into a +3.7 G turn. With a total elevation change of 155 feet, Joan of Arc conquers as the biggest and fastest wooden roller coaster in the park.
Joan of Arc 57 mph +3.7 G - 0.6 G 3,490 ft. long 88 ft. lift 81 ft. drop 75 ft. final drop 155 ft. total elevation change 2:40 ride time 3 trains, 12 cars per train, 24 riders
Rebelle ??? After building two wooden roller coasters, the park opted to go in a much more modern, contemporary direction with the construction of Rebelle. A B&M hyper coaster unlike any other, Rebelle uses the sloped terrain of Rebel Gorge much like the rides that harkened before it. Featuring a 156-foot lift into a 225-foot drop to the water below at 80 mph, Rebelle is on a mission from the start. Almost a mile of track, nine moments of airtime, and a 225 foot elevation change prove that Rebelle is not to be messed with standing as the largest, tallest, and fastest roller coaster in the park.
Rebelle 80 mph +3.8 G - 1 G 5,125 ft. long 225 ft. drop 156 ft. lift 225 ft. total elevation change 2:55 ride time 3 trains, 8 cars per train, 32 riders
These three coasters have a TON of potential. The two wooden coasters have really great layouts that interact with the terrain and with other rides. The hyper coaster of the park is giant, and has great twists and hills. And I think the park is pretty unique, since the rides have great locations, and excellent pacing with near-perfect layouts. The problem with these coasters is the realism and technicality. While they all have great potential, they are rough and jerky, and that causes the g-forces to be either uncomfortable and rough, or impossible in real life. A good way to fix this is using the de-pump vertices tool. This has helped me a LOT over the years. It will keep the track smooth and realistic. If the coaster becomes too mild because of this, then make very exaggerated and sharp elements, then you will get the desired outcome after de-punping. Also, I would have done the roll vertices differently. You should be careful to make sure the turns aren't too under-banked or over-banked. But in the future, you may become much better at this. Again, the layouts, uniqueness, and pacing of your coasters are perfect, you just really have to work on smoothness and realism. So I will give you less-than-average scores for technique and realism, but you got good scores for adrenaline and uniqueness. For rider value, I put it right in the middle. Because I would like to ride these in real life in a more realistic form. But if I rode these coasters as they are right now, I would probably be injured or killed. So hopefully your next coaster will be great!
What's really great about this park is the way the coasters interact with each other and the overall aesthetic of the hillside. However, the individual coasters do not lack their fair share of problems. I have to apologize if I miss anything crucial. It's been a while since I have really been involved with No Limits and this is my first time with this rating system and with multiple coasters in a park (yeah it's been that long).
Gorge Runner:
In the description, you describe this as a "classic" style roller coaster especially in comparison to the other wooden coaster. However, I don't really see a distinction from the style of the other coaster. This feels more like a Gravity Group coaster than what I was hoping for, which would have been a Dinn or CCI style ride. However, at the same time, I'm not seeing the same pacing I would expect from a gravity group coaster. It all makes this coaster rather dull and uninteresting when it comes to it's intensity.
A big thing that I would have liked to have seen to make this coaster way better is some serious laterals through the turns. The ride has many "twists" that are extremely forceless with no airtime and barely any laterals. It makes the coaster feel like it's just meandering rather than adding to the overall ride experience. It also detracts from the realistic feel that you were going for. You could say that you were making your own style ride and you can do whatever you want, but you were going for a classic style ride, and I thought you failed on that front. Plus, it is important for every turn to have laterals on a wooden coaster. It feels like you just checked the "no lateral g-forces" box every time you had a roll vertex. If you are going to make a modern style wooden coaster, you are still going to have to have some minor laterals at least. Every gravity group and every GCI coaster has laterals on their turns, even if it's minor. Sometimes they will have stronger laterals too. I would suggest generally keeping the laterals reduced without checking off the no laterals box, and the laterals will come naturally. This is going to apply to your other coaster as well.
It would have also been nice to see shorter vertical force transitions as well as a generally faster pace throughout the ride. There were certain parts that I thought were good such as the section before the turnaround and the sequence of airtime hills following it. It actually reminded me of a faster paced version of Lightning Rod. However, the beginning and ends of the ride felt rather drawn out (part of that has to do with the lack of laterals). If you shorten the transition from vertical force into airtime when you have airtime hills, you will get a nice pop that will help you're pacing out tremendously.
The overall trackwork was decent. However, I couldn't help but notice twitches and minor pumps along the track that could have been ironed out to make the track flow more. Obviously, there needs to be a major change in the trackwork if you are going to want to have a classic feel as well. The shaping on the drop was really strange and provided an odd pump. It has 2 distinct radii rather than smoothly transitioning out of the tight radius. Also, if you are going to make a classic ride, don't design around the heartline like you did. That only happens on recent wooden coasters.
Another huge problem is the complete lack of support work. There were no wide supports aside from the ones built into No Limits. You have to support you're turns and put your own supports on the high sections if you want this to feel realistic. The supports underneath the track are not sufficient to hold up the track when you have a train powering through turns. Also, you really shouldn't be using a transport devices on this type of coaster. That's a big no no. Make the brake run and station tilted down and use gravity to get the train moving.
I thought that the way the coaster interacted with the terrain, scenery and other coasters was cool, and it is overall an ok coaster. I just wish it had more character and life to it.
Obviously, a lot of what I said for the previous coaster will apply for this, so I will keep this more brief. What I really think this coaster needed to be good was a better understanding of GCIs style. The banking transitions were all wrong and the turns needed to have at least minor laterals.
I can't really give too much advice on the banking transitions other than tell you to look at real GCIs and try to mimic it. The extremely quick banking transitions to the point where there must be some crazy amount of rotational force is unrealistic for a GCI. It is more about providing airtime while banking. It just never really felt like a GCI. Also, GCI really like their poppy airtime. Try to shorten the transition from positive to negative vertical force. The shaping of the drop is pretty good, but it definitely is not perfect. I feel like the radius needs to be wider at the top. Also, the entrance into the brake run is really kind of silly with that banking. I did like the high 90 degree banked turn though. It wasn't perfect, but it definitely reminded me of GCI.
The trackwork was ok, but it had it had it's share of weird moments. The pre-lift seemed a little wonky. I feel like it has something to do with strict vertices. Some of the banking transitions
There isn't really much there in terms of excitement. I'm sure the rotational forces are there, but that is unrealistic and probably painful anyway. Other than that, this is rather forceless. This coaster needs either airtime or laterals to make it interesting. Otherwise, it is just meandering. The Hercules drop down the hill is cool. I did think that you could have set it up a little bit better. It just would have been cool if it was more of a surprise. I'm not marking off for that, it's just a thought. Again though, there needs to be laterals at the bottom of that. The reason Hercules got torn down was because that track got beaten up because of the lack of laterals on that giant turn.
Once again, I have to dock you for no lateral supports, and again, you can't be using transport devices on a GCI. It would make you're coaster seem way more authentic and show that you really care about your project (which I'm sure you do) if you add details like this.
This was definitely the most impressive of the three coasters, but it is definitely lacking, specifically with the pacing at the end.
I really enjoyed the first five elements of this ride. However, the force on the middle hill was a bit too much for B&M. I see that you were going for a Shambhala type hill, but it seemed a little much. It would be really nice if B&M did that though, so I won't worry about it too much lol. The first hill was shaped well and the forces were pretty dead on. Same goes for the third hill (may have been a tad too fast, but I'm not complaining.) Then I thought it lost everything. The ending was way too slow and it really really dragged - even for a B&M. It is done ok though. It reminds me of Raging Bull and Mako. Also, one of the transitions is way too fast. It's not that it would give you whiplash, it's more that I don't know if the train can handle it. I thought the ending would have been really cool if it had better pacing. Instead it felt like it was struggling to barely get airtime every time.
The trackwork is ok. There were some pumps from start to finish and a few twitches when it seems like you were struggling to get airtime. It's not overly noticeable at all and the coaster flows rather well. Shaping was pretty good except the drop was a bit off, but it's far from bad.
The supports were good. I would have liked to see a few more details with the track connections, but it is accurate to B&M and they are all very clean looking. Also, the brake run is really really long. To me it seems like a result of not planning the layout well enough. It really doesn't make sense for it to be that long.
What I really like is the way it interacts with the terrain and the other coasters, but I would have liked to see something new and interesting about this that would make it stick out.
I don't really have much else to say. It's a good coaster, but the second half is extremely dull, and it really distracts from the ride.
The park itself was cool. The layout generally worked and the interactions with the coasters were great. However, there was nothing overly special (which is fine) outside of the coasters. Plus it's a little distracting to have a second enterprise coming out of the ground underneath the other one[:p]. I will be sure to account for this in my final ratings.
Overall, I think you have to work on you're wooden coaster skills and you're ability to make faster paced and intense rides. But it's clear you have a lot of building skill that could be used to make great coasters.
There was just something about this park that honestly made it one of my favorite NL2 parks yet. I'm not going to go ride by ride but just hit a couple of (what I think are) the most important points.
-I really love that you didn't rely on too much custom scenery or anything too fancy to create the feel of a completely realistic [section of a] lakeside park. N7's foliage is a given, but beyond that the fact that this was made with only what is available in the game, as far as I could tell, is very impressive.
-The interaction between the three coasters is absolutely brilliant and really helps to up the realism. I could practically see how the park would have started with the older woodie and built the other two around it.
-The two woodies were spot on for me in terms of adrenaline, trackwork, everything really. The hyper was very good but seemed to kind of drag on at the end. I wouldn't have batted an eye if you had either removed a good chunk of the ending or else figured out a way to give it a little more zip. I'm sure I don't have to tell you this but it feels extra slow and draggy at the end precisely because the beginning is so high speed.
-While it would have been nice to have queues of some sort, the lack of them didn't really subtract from the realism for me at all.
Overall a really beautiful park that shows what you can do without bringing in much outside objects, cars, scenery, etc. I really can hardly think of a more effective use of what is offered with the game itself and a few extra "goodies." Really well done, thank you for sharing.