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CYPHER III by dcs221 is a track for NoLimits Coaster - CoasterCrazy.com
Gold
Gold
Aug 1st, 2010

CYPHER III

by dcs221 · NoLimits Coaster · Jul 27th, 2010
Description
CONFIDENTIAL: CYPHER III PROTOTYPE TEST 1

BACKGROUND: The top secret Unmanned Aerial Vehicle "CYPHER" project has been comprimised as the vehicle was damaged after experiencing erratic flight behavior over enemy lines. CYPHER III has been returned to base following last weeks recovery mission.

MISSION: Potentially comprimised information after the crash accelerates the need for improvement in the Cypher project in order to maintain military dominance. Gather performance data during continued prototype testing under realistic field conditions. Data acquired will be employed during the reconstruction of CYPHER III and utilized to improve future iterations of the CYPHER project. Qualified volunteers must be prepared for high speeds, quick maneuvers, and unexpected behaviors.

Coaster Name: CYPHER III
Designer: DC High Heat

Coaster Type: Intamin AG Suspended Catapult Coaster
Propulsion System: Linear Induction Motor Launch

Top Speed: 77mph
Height: 205' 10"
Max Drop: 198' 11"
Track Length: 3322' 3"
Ride Time (Station to Station): 1m 47s
Ride Time (Launch Start to Brake End): 38s

Track Design/Construction Method- Newton 2, Auto Heartline Generator (AHG)
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Important Notes:

-This ride is intentionally designed to be short, original, and intense in the style of other launched Intamin designs such as Furius Baco, Storm Runner, Volcano, RITA, and Kingda Ka. The ride time keeps excitement up while maintaining reasonable cost. Here's a comparison:

Ride Time (Launch Start to Brake End):
RITA: 25s
Kingda Ka: 26s
Storm Runner: 30s
Furius Baco: 33s
CYPHER III: 38s
Volcano: 44s

-The ending was designed to be unconventional and surprising like that of Volcano, Xcelerator, or Kingda Ka, but original in its own way.

-The "Watch Your Head" sign on the side of the train, as seen on other rides such as Volcano, only works correctly on the loading side of the train. Because of constraints with No Limits cartextures, the other side of the train displays a mirrored sign. It's not very noticeable while the ride is moving, so I decided to leave in the extra detail despite the issue.

-Please don't expect Thunderhead Falls; my focus was on overall quality and ride excitement, not a huge amount of scenery. What I've done is what I feel makes the ride experience as realistic as possible without going overboard with theming.
------------------------------------------------------------------------------------------

Acknowledgements:

Testing and Thoughts: SoCalDude, Jakizle, Matt, Real, A113, Freddie
Exporting/Scenery Help: AyTrane, A113

Thanks guys!
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I thank you for downloading and reading my thoughts, and hope you will enjoy your ride on CYPHER III! I spent a lot of time and effort perfecting the design, so ratings and comments are greatly appreciated.
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Ratings & Reviews
yoshifreak
Premium Member
Premium Member
Jul 27th, 2010
0 0
Another great ride from you, although I'm not surprised. Before I rate, I'd like to let you know that I really enjoyed the ride, and it's definitely one worth keeping on the hard drive.

BT: As usual with your rides, the techwork truly shines. There's really nothing to gripe about here. All of the g-forces were in check. Nothing too strong, nothing sustained too long, and you maintained a good mix of g-forces. All your transitions were smooth and accurate to the style, and your shaping seemed spot on based on other rides of this nature as well. Really nice job with the banking transitions, especially during the rolls which were incredibly smooth. Nothing seemed to be too rough or too stretched. It seemed like all the transitions were timed perfectly. Something that I've personally struggled with myself when I tried to create a ride like this was transitioning onto the second set of lims at a high rate of speed. I couldn't believe how smoothly it hit those lims. Incredible job on the transition onto the brakes as well. All the acceleration and deceleration values on the brakes and lims were also very realistic and felt very similar to Volcano and Wicked Twister. What I felt was most important about your trackwork was that it really captured the feel of an intamin invert. Having been on Volcano, I can say that this ride truly felt like something that you could see in a park. The supports were amazing! I could tell you paid a lot of attention to detail when supporting the track. Also, the use of the custom footers and flanges tied together the good supporting, and made it great. E-stop and tunnel-test pass, and the capacity was accurate and very realistic. Also, the themeing, such as the lim wires and electrical cable guides, really added to the technical accuracy of the ride. I can tell that you really put the work in to make this feel as accurate as possible to the style and I commend you for that. Also, great job on the realistic car-texture!

A: Nice job here! Considering such a big deal was made about the ride length/time, I'll address that first. I think that the ride was fine the way that it was. You designed it to be a quick, thrilling, and realistic experience from launch to brakes, and there's nothing wrong with that. The ride was similar in time to others of this nature, so there's no reason anyone should be downrating for it. I personally prefer a ride that hits the brakes with speed rather than crawling into them. In real life plenty of rides hit the brakes traveling at a very high rate of speed and they're top rate coasters. Could TTD and millennium force have a longer layout? Of course they could, but it wouldn't necessarily make them any better or any worse. The ride is designed to be quick and that's what it should be rated as. Anyways, back to the ride. I liked the layout from the start. I like how the first launch was split up into the two different angles, which set up perfectly for the airtime hill. Nice ejector on the first hill really starts the whole ride off with a bang! Nice job with the secondary launch, as it really kicks up the speed to shoot into the Immelmann/Zero-G-Roll. This element was amazing, it had a great transition from positives to negatives, and provided some nice hangtime at the top. The little airtime hill transition into the high speed turnaround helped to break up the positives and I feel it worked really well. Nice job on the transition out of the turn into the corkscrew, it helped to create a sense of calm before the storm if you understand what I'm trying to say. The corkscrew to inclined heartline roll was awesome, and probably my favorite element of the track. The 3ds only made the adrenaline factor even more impressive, great job on everything here.

O: Well at its most remedial level, this ride was original, because I haven't seen anything like it on the exchange, but your ride was much more than that. I see the ride as an entire package and I must say that I am truly impressed. The accuracy of the technical aspects of the ride combined with the modest and realistic 3ds, really make this a one of a kind original masterpiece. The 3ds really added to the atmosphere of the ride. It's hard to find that balance between overly themed and the basic package, but I think you achieved it. You managed to make the 3ds an integral part of the ride, without them being the slightest bit distracting. My only small gripe with the ride was that some of the terrain, especially on top and around the station, was a bit blocky and sharp. It could have been smoother, but it wasn't anything that detracted from the quality of the product as a whole, so I didn't take much off for it. Overall though, very nice job on the 3ds. As far as the ride elements originality, it just seemed like everything fit. Everything was smoothly constructed and exciting while still remaining realistic. The ride had a very realistic flow to it. There's not much more I can really say about this ride other than it was amazing!

Overall another quality ride was delivered and I can't wait to see what you come up with next.

~Tim
Technical
10
Adrenaline
9.75
Originality
9.75
Average
9.83
User avatar
slosprint
Premium Member
Premium Member
Jul 27th, 2010
0 0
wow... What is it with you and bitching about flanges recently?
User avatar
gouldy
Premium Member
Premium Member
Jul 27th, 2010
0 0
It's testiment to how good this ride is that people are having to go to the lengths that devilsrule went to, to try and find fault.

Serious kudos.
User avatar
slosprint
Premium Member
Premium Member
Aug 14th, 2010
0 0
Just wondering, are those weird, leaning stone things supposed to have a function or are they just there for scenery?
lolo010380
Apr 12th, 2015
0 0
Excellent ! :)
Technique
9.75
Adrenaline
10
Uniqueness
10
Realism
10
Rider Value
10
Average
9.95
McCorwin
Mar 24th, 2014
0 0
Really really good job
Technique
8.5
Adrenaline
9
Uniqueness
7.75
Realism
7.75
Rider Value
8.75
Average
8.35
User avatar
Pur3Bolt
Mar 6th, 2014
0 0
Oh man I so wish this ride had existed in reality, I think it looks very realistic in every possible aspect. You have done a superb job!
Technique
10
Adrenaline
9.5
Uniqueness
9
Realism
10
Rider Value
10
Average
9.7
jeffleblanc
Aug 18th, 2012
0 0
Simply amazing. Idk how you did it but you need to make more rides. No need for formal rate! Great job.
Technical
10
Adrenaline
10
Originality
10
Average
10
calicojack
Jul 4th, 2011
0 0
No complaints! I like the Volcano style of design. On of my fav coasters. Nice smooth transitions and overall good flow. Scenery is awesome. Nice work!
Technical
9
Adrenaline
8.5
Originality
10
Average
9.17
His Dudeness
Sep 7th, 2010
0 0
Scenery is perfect; not overbearing or distracting but it still adds an enormous amount of realism. The attention to detail is very thorough.
Technical
9
Adrenaline
9
Originality
9.75
Average
9.25
User avatar
dmillz
Aug 13th, 2010
0 0
This could quite possibly be the best ride I've ridden in NL. You didn't go too overboard with the theme which I like...you kept the focus on the ride itself, but the theme objects you did have were incredible!

T: I don't know if I saw any flaws here at all..just an absolutely phenominal job with all of the track work and supports. Everything was very realistic.

A: Outstanding! The highlight for me was the heartline roll right at the end of the ride...totally unexpected for me!

O: A fantastic layout too! I can see where the inspiration comes from. Like you said...short but totally the type of ride that can be short and still awesome! Excellent job!
Technical
10
Adrenaline
9.75
Originality
9.5
Average
9.75
suck_it97
Aug 13th, 2010
0 0
T: real smooth and sweet supports
A: wicked element, short but sweet
O: best Intamin invert out there
Technical
9.5
Adrenaline
10
Originality
9.5
Average
9.67
snookerkingexe
Aug 12th, 2010
0 0
This is an awesome coaster!
Everything is perfect! You can see that a lot of time is invented in this one with love on detail. The Safety-Grids, the Extra-railway for the second train. The nice way around the coaster and the theming is very intensional!

Love it
Technical
9
Adrenaline
9
Originality
10
Average
9.33
User avatar
Trackwalker
Aug 1st, 2010
0 0
I first saw Cypher 3 on NoLimits-Exchange.com and gave it a perfect 10 and that's what I'm going to give it here.

Seriously dcs221, you should send a copy of this track to one of the steel coaster manufacturers. You would make a good designer and perhaps you could make a few $$ selling your designs to them. They can always use new ideas.

Things I liked about this track are the little air time hill after leaving the station and just everything about this ride. All the rolls and loops or whatever you call them (I'm not a steel coaster expert) were really great.
Technical
10
Adrenaline
10
Originality
10
Average
10
mattslade
Aug 1st, 2010
0 0
I'm not going to write a long review and just reiterate what others have said, but that was fantastic.

The trackwork was perfect. Out of all the tracks made with Newton and such programs, this was the best. It seemed as though you were flying in the air, as opposed to being attached to a track.

It was very original, some interesting elements in there. The double roll at the top of the first element was really nice. Very intense to say the least.

The only downsidet i'd say is, you had all that speed, and could have made it slightly longer, using that. This is no criticism however. I can't REALLY fault what you already have. I wish I could make coasters like that! Hahaha.

Well done. It's excellent.
Technical
10
Adrenaline
9.5
Originality
9
Average
9.5
Freddie
Jul 31st, 2010
0 0
Very nice ride here. This was a significant improvement on Breaking Point in regards to length vs. content and progression in my opinion, and overall one of the best examples I've seen of this.

Going to be a rather short rate, sorry about that.

BT:
Your trackwork was basically flawless. Easily one of the best representations of Intamin's style, not really missing any nuances. The only thing I can think of as to what I disliked is that with some of your banking undulation in the first turn and overbank, it felt a little forced, like it wasn't pulled off as naturally as Intamin actually does it. I wouldn't even know where to begin to try to make it more natural, and it didn't feel out of place at all, but I just thought there was a little room for better execution here. The only other thing I want to mention as for trackwork was the the exit of the first turn into the second launch felt a little awkward. It was a fluid rotation, but something about it just didn't feel completely right.

That said, these are incredibly nit-picky things that I didn't notice at all in testing, only after repeat rides. Everything else was pretty much perfect, and even the left to right turn after the overbank which I didn't care for when I tested worked much better this time around. Not sure if it was because of the scenery or supports or what but it worked much better in the final ride. All of the inversions had pretty much perfect shaping, timing, and rotation for what they were.

Forces were all in check....I think the immelmann may have held it's positives a tiny bit too long, but I think it would be bearable. The laterals in some of the turns might have made for some headbanging, but Volcano does have headbanging in it's first turn, not sure if due to laterals or just that the track rattles, but nothing off for that.

Supports/3ds were very well done. The only two notable errors were that you had a support cutting through your 3ds ground and footer (under the heartline roll), and the station floor seemed way too low. I also wish you included some more elaborate fencing around the pathways...kind of a pet peeve of mine.

AD:
As I said, I think this ride is very comparable to Breaking Point, but a significant step up pretty much across the board. My biggest problem with that ride is that while it's a realistic length in number only, it was too big and the progression didn't really work, which is what I think makes a ride feel short, not duration. This ride, despite being similar size and length, works far better. The element progression is nearly perfect, making the ride feel very 'complete' despite it's short length.

The rolling launch was much appreciated. The anticipation hold is so overdone that I think it actually ends up having the reverse effect, so the rolling launch is something we need to see more of, and you pulled it off well.

O:
Through the roof here....The Intamin invert is one of the most underused styles in NL, never mind finding a properly made one, so you did extremely well on the originality front. Original elements, great progression as I mentioned, an original (and well done) theme/scene, and a very complete ride...not much more that could have been done. Your cork in particular was pretty original...I can't think of any real life examples of something like this yet it did not feel out of place at all. Great ride overall, I really enjoyed it.
Technical
9.5
Adrenaline
9.75
Originality
9.75
Average
9.67
lifeson
Jul 30th, 2010
0 0
Very cool ride here, great scenery and theme. Very fun packed ride and love those inversions:-) I was pretty immersed into the ride and even after the ride was over, I 'flew" around the interior of the station reading the signs wondering what the Cypher III was, checking out the catwalks thinking damn he put a lot of work into the ride. I'm going to ride again too.
Technical
9
Adrenaline
9.5
Originality
9.75
Average
9.42
User avatar
Flickstah
Jul 30th, 2010
0 0
I told you I would drop a rate, so here it be.

T: This coaster was pretty much technically sound. As I told you before, my only gripe is that tiny little blip right before the 2nd launch into the double roll immel. The ride was smooth, that pretty much comes with newton, but the AHG helped the ride, ride much smoother. The banking was much more accurate with it. Supports were great, they weren't overdone which made me very happy. I am also impressed by the amount of detail that was put into this track. The back car still on the turn as the train launches, launch smoothness, etc... Also, for those of you that did not notice, the shaping on the immel was spot on. It's hard to get shaping like that.

A: That double roll was awesome! It had the right amount of airtime, mixed with the right amount of spin, the ride was fast, and the height mixed with inversion was fun. The last roll mixed with that cork looked a little funny to me, but it was fun. Also, the brakes were extremely forceful, but if you've ever ridden Xcelerator, the brakes slam your face into the backs of the seats in front of you.

O: Again, the double roll immel was something that I did not see coming, and the cork, roll mix was amazing.

You never cease to amaze Dcs, the rides that you bring out are extremely well thought out and have a sense of realism. It's really nice to see an extremely detailed coaster nowadays with the exchange on this site being the way it has been. Keep up the great work man.
Technical
9.5
Adrenaline
9.5
Originality
9.5
Average
9.5
User avatar
dcs221
Jul 28th, 2010
0 0
Hey Iron Man thanks for the thoughts. I'm real glad you 'got' some things that others didn't. Just want to explain a couple reasons behind things you pointed out.

-Volcano begins its launch before the last car is through the first curve, just like Cypher. I wanted that for the surprise that it adds, and know it's ok both because it's been done and because back row lats are very low.

-Supports are based on the dense, almost wooden look of those on Volcano. They shouldn't be too much harder to erect than something like El Toro...the supports are more simple than they look. More weight per support and similar height, but lower density. There are primary structures connected by secondary beams, just like Volcano. I could have come up with a more original structure, but I really thought it might be more clearly accurate to the style.

But yeah thanks again...glad you liked it and I appreciate you taking the time to help me out with some good commentary!
User avatar
dcs221
Jul 28th, 2010
0 0
Hey don't get carried away though, there's always iSpeed at 3300' and 58s, Maverick at 4400' and ~75s lol. My point was that the design is completely within realistic constraints, not that it was longer than real ones so you shouldn't call it short.
User avatar
Iron Man
Jul 28th, 2010
0 0
It is a bit long. Despite what you people think, nearly 50 seconds for a ride of this type is quite a long time. Volcano 'feels' longer because it is much slower, especially in the inversions. And to be honest, this looks to be a very expensive ride to make. Lots of very tall inversions requiring heavy supports. Storm Runner was in the 12millions, but it didn't need as heavy of supporting because of the elements used. I can see this track going well over 15 million, not exactly a small park budget. Then again, it isn't exactly a small park ride either.

And people, back up your rates. You can't say something is perfect and then downrate. A 10 is perfect, not a 9. No, I don't think it's absolutely perfect, but if and when I give a rating, I will explain why.
User avatar
dcs221
Jul 28th, 2010
0 0
C'mon Iron Man, you know that's the default thing to write in a rating regardless of the actual track quality. haha *rolls eyes*

But on the real, thanks for asking because I'm wondering too. He didn't rate that low, but on NL-E in particular it's crazy because my ratings are proportional to the comments length and grammatical quality...the lower the quality, the lower the score. I get more "wow this trackwork was perfect (9)'s" on this ride.......

I'm just glad that explanation in the description seems to be helping a bit with length, because I was fully expecting to get completely owned for it, despite the fact that it's almost long for this style ride.
User avatar
Iron Man
Jul 28th, 2010
0 0
It would be nice if you pointed out where you saw said pumps and bumps. And if you really did see them, you have better eyes than I.

Anyway, here's the rate.

Well, you hyped it up and again, didn't let us down. Really a fantastic ride here.

Tech: Almost perfect. So close that I wouldn't even really be saying anything about it if I didn't know you were the way you were with realism. So here's my two cents. The trackwork itself is literally flawless. Little transitions here and there can't really be mentioned(though I'm sure some idiot will) because you see them on real rides all the time. And despite what some may think, they're there for a reason. The track rode smooth, flowed well, and the forces were very much under control. But, it's time for the bad bits. And I don't mean bad as in they really were horrid, but they stood out in comparison to the rest of the ride. I didn't like that the train wasn't completely on the straight when the launch began. It is very close, and doesn't have a great affect of the riders in the back seats, but cutting it that close isn't too good. All other bad aspects are focused on the supports. While the attention to detail was astonishing, there are a few places that look, odd. In one of the main supports for the first element, towards the beggining, there is an odd cross beam sticking through another at 45*. Its tiny and nearly a waste of time, but it does look like a mistake that got overlooked. That being said, all the problems with the supports weren't little. This being an inverted coaster, supporting this thing would be nightmare for a construction crew, simply for the sheer amount of supports. Storm runner is able to get away with this because it rides above the supports, helping to minimize them wherever possible. But, it isn't entirely impossible is, again, nearly negligable. The biggest thing, and it's quite a small one, is that it feels over supported. The supports, especially for the first element, are so dense you almost can't see through them. With all of that out of the way, it is really hard to point anything out without sounding like a nit-picky douchebag.

Adren: What a blast this ride was. I honestly have to say it was more fun than Storm Runner and Volcano combined. The variety of forces were great. Especially the suprise bit of air in the turn passing the dish. The only complaint I have is with the brake run. And I'm putting it here rather than in tech. out of preference alone, because it isn't a design flow so much as it is just something I didn't like. The brakes are within reasonable limits, but they are so sudden and harsh that it gives me the sensation that the ride was over that much quicker. You have just a little room to extend the brakes backwards and forward without affecting the rest of the ride, even the bit after the brakes coming into the station.

Orig: The element design, order, and interaction with itself, the terrain, and the paths was amazing. It really made the ride feel like a real ride, not like I was riding in a simulator. I would like to give a more thorough rating in this section, but with it being such a short ride there isn't a lot to comment on.

Overall: I'm not one to hand out perfect rates because perfect just simply can't be achieved, but I was almost tempted to do so on this one. You lived up to your reputation on this one, and I can definitely see it in a park earning the big bucks. Well done.
Technical
9.75
Adrenaline
9.75
Originality
9.75
Average
9.75
User avatar
Intimidator305ftw
Jul 28th, 2010
0 0
T- very smooth, however i did notice a few pumps and bumps, but nothing major.

A- A good intense ride, with some pretty sick elements.

O- Pretty original, there arent many great inverts.

I would love to see you do a Volcano recreation.
Technical
9.25
Adrenaline
10
Originality
9.75
Average
9.67
Omnigeek6
Jul 27th, 2010
0 0
You said "don't expect Thunderhead falls" but if that's what I had expected, my expectations would have been met. Quite simply, this is one of the best roller coasters I've ever seen of any type, and definitely the best invert. Honestly, I think of this coaster as the equivalent of Breaking Point, but an invert. And the fact is, inverts of "OMG BEST COASTER EVAR" quality are extremely rare.

T: The track was smooth as glass, and Gs were all safe, but a little on the high side. Supports were pretty much perfect.

A: Holy crap! Let's start off by saying that immediately off I loved the way the launch pulled up, then dropped into an airtime hill. Next, you get a cool second launch in what is basically a tunnel, and are FLUNG through an insanely intense immelman with an extra 360 twist. Immediately afterward, the train dives towards the ground scarily close to its own supports, going toe-to-toe with any first drop. Then you get another small drop, which further enhances the feeling of speed. The second turn is again very intense. Next, the second inverting element. I'm not even sure what to call it. A WTFAWESOME roll going immediately into a heartline roll maybe? But this isn't just any heartline roll, it freaking dives towards the ground like you're on an aircraft that's about to crash. Finally, you speed into a tunnel for the brakes. It could have been a little faster, and a little longer, but this is still better than just about anything out there.

(yes, this is all 9.5's. I felt that in all cases, this score was accurate, at only half a point from perfect)

O: Wow. The layout is very unique, yet seems crazily like something I would build. You have the twisted, yet freeform layout, and crazy new elements I try to put on my own rides. Looking at this, or any of your coasters, is like looking at the epitome of my building style, plus phenomenal scenery, which is the other part of this score. This ride may not have as much scenery as TF, CF, or Gaia, but it comes pretty close. I rarely, if ever, see an entire park, or anywhere near the level of detail and care you put into this ride. Well done!
Technical
9.5
Adrenaline
9.5
Originality
9.5
Average
9.5
User avatar
rcking04
Jul 27th, 2010
0 0
lol, you did nothing wrong. I just found it funny. This was a fantastic design, and having recently rode Volcano, I definetely felt some nostalgia and relation to these two.

BT: Very realistic in terms of supports and style, however some of the unconventional elements seemed a little too far-fetched for Intamin's style. I love the launches and pacing though. You went with a Volcano length but a more dramatic layout which I love!

A: This ride would definitely thrill everyone for sure, and leave riders wanting more of this ride. The perfect adrenaline rush.

O: I have seen a few Intamin rides on here that play around with heartline rolls before, and an Intamin invert launch has been uploaded to this site somewhat recently too. Otherwise, this ride certainly stands out among the rest of its class.
Technical
9.5
Adrenaline
10
Originality
9.5
Average
9.67
User avatar
dcs221
Jul 27th, 2010
0 0
I know, nothing I could do about that. As I noted in the description, the other side of the train is mirrored. It was either accept the issues and keep the detail (which I wanted), or drop the extra writing. Since I figured it was NL's fault rather than mine that it didn't work, I kept the writing. Oh well.
User avatar
rcking04
Jul 27th, 2010
0 0
Glitches!

Check out the "Watch Your Head" on the top of the cars, and take a look at the last row when you do!
User avatar
devilsrule911
Jul 27th, 2010
0 0
VV I'm sorry that you have a problem with me complaining about flanges. I've always complained about flanges. I personally hate when they look bad. This wasn't anywhere close to the worst flange job ever, it was just worth mentioning.
User avatar
dcs221
Jul 27th, 2010
0 0
It's cool. Flanges are annoying to do in NL but he's right that some aspects could be improved. Nothing wrong with noting that.

For those who commented on the terrain...it's an unfortunate issue with SketchUp lighting. I considered smaller planes, but that would've made more, slightly less noticeable lines...not much of an improvement. Matt aka Popcorn attempted to smooth with 3dsMAX, but it didn't work because of the way SketchUp exported. Oh well...we tried.
User avatar
devilsrule911
Jul 27th, 2010
0 0
Honestly, when I rode this, the first thing I looked for was to see how short this thing actually was. It didn't feel short at all. So, here is my attempt to piss you off with my rating [;)]:

The attention to detail was amazing! I'm glad to see that you timed the launch perfectly like Volcano. It was weird how realistic it felt! Another great job was the brake. You knew that 1.3 deceleration gs was kind of strong but then you added a little transport segment that has 1.2 deceleration. That let it slowly transition better then it would have if you didn't have it. The wires coming out of the LIMs were fantastic! It made it feel so much more real. The addition of the netting under the first element was great, as well.

The near misses were fantastic and really added to the adrenaline. Again, this was also helped by the netting. Then, there were so many times you pass by the ground until you pull up right over the track and then into a corkscrew, which, IRL, would be totally awesome.

The scenery was great! I loved the building and how it was underground and how all the mechanical things were added in. The signs were really cool, as well. However, it wasn't perfect IMO. The sign after the brake run almost seems pointless. You can't really see it when you are on the ride because the restraint gets in the way. I tried to read it from the back seat but I couldn't read the whole thing fast enough. People wouldn't want to strain their neck just to read a sign that gives them information they probably could have read online. Another problem is that the terrain looks rather pointy and unrealistic but I understand problems that can come out of sketch up. Finally, I didn't like that some of the grass looked unrealistic. It came out of the ground and you could tell that it came from a lower level. Maybe you could have raised the terrain up slightly? Anyway, it's not that big a deal.

The supports were also phenomenal. It must have taken so much time to do them. I loved the effort to make it similar to Volcano. That being said, I feel that this could be the weakest point (and if this is the weakest point this ride is impressive). These are all very small details but worth mentioning. First things first, it is unrealistic to have flanges digging into supports. If you can find a picture that could prove me wrong, then, I will be shocked. Here are some examples:
http://farm5.static.flickr.com/4124/483 ... 6426_b.jpg
http://farm5.static.flickr.com/4144/483 ... 3b27_b.jpg
http://farm5.static.flickr.com/4125/483 ... 4efc_b.jpg
Another problem with the flanges is that there isn't enough. I checked out may pictures and videos of Volcano and there are many low sections that could use more flanges and many cross beams, as well. Another problem is that you added flanges but it would never actually separate the supports correctly. Here is an example:
http://farm5.static.flickr.com/4083/483 ... a5ac_b.jpg
You can see that this support would have to come in by truck as a whole because it wouldn't be separated. One last problem is that you had one support going randomly into the terrain. Here is the picture:
http://farm5.static.flickr.com/4111/483 ... 4c9e_b.jpg
However, this is one of the best supported coasters I have seen.

The pace of this ride was great. It definitely beats volcano and those near misses definitely added to the adrenaline. The first launch was awesome. All the sudden I was like, "Woah, it's pulling up!" Then, "Holy **** that was airtime. All of that made me forget that there are second launches on these rides. I hit it and the ride was off. I like how you added the heartline roll section (kind of) and made it so much more natural than Volcano. It really was awesome. Then the turn came whoosh the ground is below me. Then, I find myself whipped to a further bank (and that's okay and all [;)]) and then a Twistee! That was when the ride pulls past the second launch and I find myself in a corkscrew and when I think it is all done I am in another heartline roll and it's into the brakes. Every second has a moment of fun and I really appreciate the effort put into the adrenaline.

This is one of the best mixes of realism and originality. The forces are normal and the shaping is good but everything seemed to be your own and really was pulled off well. I'm glad that you didn't full go with the Volcano support structure on the heartline roll section and it really was an effective risk especially since it was very similar, as well. (Volcano has the supports separated while you have yours connected in more spots) I also loved the theme and how well you pulled it off. It just added to me picturing this every time I rode it. Great job.

Thanks for the creation,

devilsrule911

P.S. I really wanted to piss you off while I was writing this [:p]
Technical
9.25
Adrenaline
9.75
Originality
10
Average
9.67
A113
Jul 27th, 2010
0 0
Well man, I've seen the ride progress from its inital stages to the final product, and I couldn't be more impressed.

The execution on the ride is phenomonal; I admire how you incorporated a plethora of aspects from several Intamins, such as the last car still on the prelaunch turn when the train launches like on Volcano. I also like what you did with the uphill launch element, similar to the kink on Volcano's launch, but to a higher degree. It reminds me a lot of the ending on iSpeed with the kink into the brake run, just in the form of a launch. The launch itself was a thrill as well, it was a pretty sudden acceleration similar to Volcano, and caught me off-guard. The airtime out of the uphill launch added to the concept of the element. The double launch into a tall element is obviously reminiscent of Volcano, and I like the unique tall element it launches into; the slight airtime exiting the element proved to be cool as well. The gs were in check and the acceleration was constant, so the element I'd say is pretty acceptable. The dip by the satellite dish into the forceful overbank proved to be a pretty fun addition to the layout, however I am not a fan of the placement of the satellite dish; nevertheless I do understand your reason for it.

The cork into the roll proved to be probably my favorite element of the ride; both enjoyable and disorientating, and also serving the role of a fantastic finale. I like how you had a pretty sharp force decrease on the cork, like on the BTR clones. The cork shaping was fairly original; I liked how the exit was higher than the entrance, like on Raptor, but more exaggeration on the shaping to resemble an Intamin. The supportwork on the ride was pretty well done, and I liked how it was oversupported most similar to Volcano, but as well as the Intamin SLC Loopers.

The brake run, while most may believe it may have been harsh, was fairly acceptable, as I believe it's on par with S:ROS and Bizarro's deceleration g forces of -1.2/-1.3.

I can see how in some ways the layout is mainly your take on Stormunner as a Suspended Coaster; A quick, launched ride with a couple tall elements. I really like how it came out and it sincerely is one of my favorite ride layouts on a roller coaster.

The clearance on the ride was well managed, and E-Stop testing on this ride is significantly unecessary, because I understand the way you constructed the ride, and because NL will stop the train mid launch and all the other problems and glitches that are inevitable due to NL's programming, no points are to be deducted.

The scene really enhanced the experience. The footers, electrical equipment, skybox, etc. The theming of the ride was subtle, yet pulled off fairly well. I know most people know I'm more of a fan of "Disney" "Mega-themed" rides, but I must say yours gets the job done, even though it's not excessively immersed like rides like Expedition Everest, per se. The method you made your station is outstanding; A bunker hidden the hillside for military experimentations, very clever.

On the subject of scenery, my main gripes rest with the 3ds. The terrain could have been smoother, but I understand that smoothing options when exporting 3ds aren't applicable in Sketchup. I personally felt that the station's interior felt incomplete; There could have been more additions on the exit side of the station and the area in-between the brake run and the holding block before the station. It felt empty with the holograph projection, which is a great addition by the way. I do however felt it could have been placed just a bit later in the turn into the station, the front car barely passes it prior to the train completely slowing down. The level of interactions with the track and the scenery was fair, but just a personal opinion.

The track shading also added to the experience, yet it wasn't executed the best, and while the vertex count and segment length is an evident reason, it's excluded; the portion of track under the roof before the brakes was left unshaded. But seeing that it was a small mistake prior to uploading it's no problem at all.

In the utmost honesty this is my favorite NL ride to date, and this isn't the fact that it's created by you. Everything was compiled excellently. The trackwork executed on the ride is possibly the best I have seen on any ride, and therefore deserves a 10.

The adrenaline on the ride was the most exciting it could be, and on the theoretical budget you constructed the ride off of. The fact that the ride is more naturalistic than any really brings it to the top; all that could have been done to immerse anyone that download this ride to actually be on the ride, and it was done well.

Congrats man, keep it up.
Technical
10
Adrenaline
9.75
Originality
9.5
Average
9.75
coasteragent99
Jul 27th, 2010
0 0
T: I'd have to question the use of not two, but three LIM runs. Nonetheless, they each served their purpose though you did mention this ride as being constrained to a reasonable budget. With that, I found the ride to be just slightly longer than what Intamin usually puts out for a ride of this type, and of course, the scenery and terrain would not be cheap either. Trackwork is excellent as usual, not much for me to say on it.

A: My only gripe here is not having a pause before the launch. The launch was rather odd and I don't know if I liked it but in particular, having the ride stop before a sudden, random launch would've been more exciting. The rest of the ride is, IMO, unquestionable as far as pacing and element usage goes. The twists in particular are intense.

O: If only you didn't have to deal with smooth shading issues with the terrain, the great 3ds work would've looked even better. And of course, some 3ds's were unoptimized but the majority of them are optimized and you've heard me babble about that enough times so I'll leave it at that.

I liked the theming on this quite well. The sci-fi theme is put together rather elegantly and it's something you don't see terribly often at real parks. This ride's theming makes Disaster Transport look terribly cheesy. Well done here.

Edit: Also, THE FLOCK OF BIRDS ARE BACK. Love those.
Technical
9.25
Adrenaline
9.75
Originality
9.75
Average
9.58
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Track Details
Designerdcs221
UploadedJul 27th, 2010
SimulationNoLimits Coaster
StyleNL - Inverted Impulse Coaster
CategoryRealistic
Track Stats
Length0 feet
Max Height0 feet
Inversions0
Top Speed0 mph
Tags