[phpBB Debug] PHP Warning: in file /websites/coastercrazy.com/exchange/detail.php on line 554: Undefined variable $reviseButtonCode Kodiak by Wing-Over is a track for NoLimits Coaster - CoasterCrazy.com
This was my 2nd place entry to the 2006 NL tournament, a Gravity Group wooden coaster featuring 17s of airtime heavily inspired by "The Voyage" as required by the contest. I didn't upload it when it was built because I was never really happy with it, and I didn't feel it was up to my usual standard. However, now that I'm back I figured why not?
Special Thanks to:
- cjd: Running the contest that produced this ride.
- Everyone who welcomed me back!
So don't expect too much, remember this was made over 5 years ago and I just felt like sharing it. Any comments you might have are very welcome. Enjoy!
WingOver
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Wow, I can see how that would have given newton a bad reputation. I can't see how even the best designers could have produced anything complex with decent shaping like that. I've only been able to use the default transitions and single zone forces for the most trivial of elements.
Oh god, you would have HATED the original Newton. There were no Multi-Zone Force Segments and the transitions were limited to a few. This made simple stuff like the curve at the bottom of a B&M hyper nearly impossible.
All my rides are HSAK based, although often with a custom written formula for the y co-ordinate to make banked transitions with hills. I also occasionally used redunzelizer's airtime hill formula, as well as some I wrote myself. And of course finished with AHG.
I do understand what you mean about Newton feeling programmed though. It's the preset transitions which can only be adjusted by so much, and that's what I'm stuggling with most at the moment. I wish there was a way to write your own formulas for them, or at least provide transitions with non-zero first and second derivatives at the endpoints. I may end up using FVD for some parts. But hey, I've only been using this tool for less than a week, maybe later I'll find some tricks with it like I did with HSAK.
Yes there are. Every track design technique has it's quirks. Though Newton tracks feel a little..."programmed" you know? They're not just super smooth...they're shaped strangely, even when there are those that can use the program correctly in making a track. Idk...there's something wrong, there's a difference than with handbuilding. I can't really put my finger on it...but it's something I don't like.
And wait a second. What did you build your rides with?
Remember though that a most HSAK rides were often also shaped by the characteristics of the tool, not always what was the designer's ideal. Think of all those transitions which straightened out in between elements. In my time there were plenty of less memorable HSAK rides which were by no means poor, but often felt like just a string of HSAKs run through the AHG.
I'm using newton on some current projects, and maybe I'm just too inexperienced with it, but (with a few exceptions) its actually taking me far longer to make the elements I want. I've spent longer trying to make one overbank than I have on whole tracks before, and its still not very good.
However, it produced perfectly in seconds an element I spent months in elementary trying (with no success) to create, so you can't deny it has greater capabilities than HSAK did. (Can't speak for FVD, I left before I saw any good rides from that)
There are always going to be less skilled designers who use tools like HSAK or newton do build their rides, and to me it seems like there are just as many as there ever were. And besides, aren't there plenty of badly made hand built rides out there as well?
It's more of a love/hate thing with newton. But the proof is in the pudding. The caliber of quality rides made in newton are far less than the legendary and quality rides made with the "4 tools". I've yet to see a Newton ride (except from those who are in control of it; a113, AJClke, dcs, kyle, bob, jake (do you use it?), boneplaya (kinda...), and ibanez that have given me a "wow" factor as the "4 tool" rides have.
Also: With the 4 tools, you are using formulas to really emphasize elements according to design...vs Newton and force input. I don't know, one seems a little more sophisticated that the other, hence the quality of rides. You can't just throw something together into FVD, purg, or HSAK without making a genuine mess, it takes planning; it takes some skill. A lot of people with newton really don't take that into consideration, except when in use by really trained hands. They'll usually make a ride with barely any planning, just plugging in and letting the program guide THEM. The 4 tools put YOU in control. That's one of the main differences between the two.
Rarely will you see someone take time to perfect every element of their ride in newton. And when there's critique, they defend their messed up creation to the teeth.
And as a dare to the newton-ers out there, I'd like to see a newton ride replicate a famous (possibly improve on, which I doubt) FVD, purg, or HSAK ride (with permission of course). If someone makes one, and makes it better, I might accept Newton as the "bigger and better" thing, that DOES make those tools inferior.
Anyways, wing-over, if you transition seamlessly into Newton 2, far be it from me to say anything. I think you'll notice the difference.
Which reminds me... You made a few tutorials years ago showing the basics of HSAK and how to make a corkscrew with it and the Purg. It got me really excited to try to make a coaster with those tools, but now all I know how to do with HSAK is make a helix and a corkscrew...
Thanks for the ratings guys! I was genuinely not expecting such good reviews for this old thing.
I would just like to explain a couple of things, since I forgot to mention them in the description. The lackluster theming was an unfortunate result of the time restraints of the competion. The sheer amount of track meant there wasn't much time left for scenery, supports, etc. (Compared to my Thermite and GunMetal tracks which were quite short that had much more extensive 3ds work and were built in the same time frame.) That crappy station was thrown together literally a few hours before the deadline.
Also Leafsfan, the contest rules specified I wasn't allowed to modify the terrain, so no water.
And Tidus, I think its funny how you highly you regard AHG and HSAK now, when back in my day they got just as much hate as Newton is getting now.
I thoroughly enjoyed this ride. Many aspects were incredible, but a few things (that have probably already been mentioned) could be improved.
T: This was really good. Your trackwork definitely didn't disappoint. I loved the way you kept this ride moving with no stale spots. As some others have said, the banking on that airtime hill was over banked for how many negatives you pulled on it. The use of lats was good, too. It didn't LOOK like you were pulling heavy lats, but you'd definitely be able to feel them. It did spike past 1.5 G's a couple times which was a little too much, though. That turn should have been banked a little more or widened a bit. The supports could use a little cleaning, but you had such a tangled spaghetti bowl of track that you were bound to miss a few useless beams here and there, so that didn't matter much. And you pulled off the drop-slight curve-pull up thing on the first drop really well so it didn't feel like a B&M hyper which is an easy mistake to make.
A: OH MY GOD. THIS RIDE JUST DOES. NOT. STOP.
You made ~65 km/h feel like ~95 km/h! It also had some insane airtime which could rival El Toro and the New Texas Giant. There were no spots where it felt like you were just trying to go somewhere else so you could make a cool element. There were pops of air and quick transitions EVERYWHERE.
O: I haven't seen a woodie that's quite like this before. Sure, GG makes similar rides, but this has something else to it that I can't quite put my finger on. The 3ds was also nice. The tunnel intersection was a cool touch, but the tunnels could have possibly used a better texture, but that's no big deal. The use of the wood beams was a good idea, though, because it amplified the sense of speed. The station was disappointingly simple, but no point deduction there because you never HAD to make one in the first place.
Besides getting coastercrazyed by a tree and noticing 2 Yellow lat g spots one coming out of the tunnel and one in the final turns (somewhere after the helix by the station and only noticeable in the front car).
I am a bit to lazy to do a big tech write up, but if I did I would rate it around 9.5, 10, 10. The speed was great it was very cool rushing up and down the hills hills and running through a track with lots of turns that was spread over a huge distance as it ran around the track at a very constant high speed. It would be a 10 if you meant for the yellow G's to be there.
All in all definitely an outstanding job especially with it being done 5 years ago
Firstly...Wing-Over, you say "this was made 5 years ago" as if it means your skills weren't at their best yet. Imo, 2005, 2006 and 2007 were the prime years in NL, when some of the best rides ever created...were created. This is including your rides (like a small ride called "Black Halo" and such...). And since these were your prime years, I then take this ride as a relic of that era of ride-making, and hold it up that criteria. And in doing so I must say, something that isn't your best is easily one of the best woodies to come on this site in recent memory so...I think it's pretty good.
T: This is the reason why I think FVD's and other tools should not be ruled out just yet. Your trackwork was almost impeccable. You did a mighty fine job of bracing with a slight few imprefections. But with the sheer amount of track you actually had to support, it's pretty damn good! The train texture's were pretty awesome. The path's were well done, I like the ride emblem on the right side (Similar to Dcs's woodie). One thing that irks me is how the station was way too simple...idk, it seemed underwhelming for such an extraordinary ride. Also, the sideways airhill was too sideways...like wayy too sideways, but that has already been acknowledged. Everything else, flawless, I can't critique it cause I'm not nearly as good. What else can I say, this is a Wing-Over ride! XD
A: Fast, long...fast, what do you expect with a 200+ ft. GG coaster lol. The tunneling was amazing...though you failed to create the "I'm flying through a dark tunnel!" aspect due to absolutely zero shading in the tunnels themselves. But if you were to imagine the experience, it would be quite amazing. But flying along that track was great. Flying under all of that wood and metal was pretty surreal and quite exciting as well. Strong negatives and some strong positives...jeez, you made an amazing coaster for a tournament.
But, as expected...the lift took really long hahahah.
O: Can anyone else see a GG ride like this on here that is like this one aside from those made from some of the most elite designers? XD
In summary, Wing-Over, contest or not this ride was a great effort and I really can't wait to see what new rides you put out there. I'm actually genuinely excited. Wing-Over is back!
P.S. On a note about older tools being labelled "inferior".
This ride is a testament to the power of older tools, the shaping and transitions in this ride are easily better than ANYTHING Newton can put out aside from the most elite designers in newton. But that takes a load of manipulation from what I've heard. The track also loads about 5 times faster than if this ride was Newton. This ride isn't even Wing-Over's best work. AHG, FVD's, HSAK and Purg have some of the most legendary NL tracks ever under their belt. Don't diss the "older stuff" is all I'm sayin'.
Technical 9
Adrenaline 9.5
Originality 9.25
Average 9.25
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