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2005 Match-up Contest (Round 2) - RESULTS pg20

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Post May 6th, 2005, 8:10 pm

Posts: 1026
Points on hand: 3,540.00 Points
Location: Miami, FL, USA
i guess there's nothing left to do but paciently wait.....

Post May 6th, 2005, 8:39 pm
cjd

Posts: 3370
Points on hand: 4,718.00 Points
Location: New Concord, OH, USA

Unfortunately, I still haven't resolved the tie between ragan and coaster992001. I'll be taking even more time.

Post May 6th, 2005, 8:44 pm

Posts: 1026
Points on hand: 3,540.00 Points
Location: Miami, FL, USA
well i guess its back to waiting.... (looks around) and waiting.... and waiting

Post May 6th, 2005, 9:22 pm
cjd

Posts: 3370
Points on hand: 4,718.00 Points
Location: New Concord, OH, USA

All right, problem solved. Now all I have to do is rate McFly and pdonahue's tracks and I am done.

EDIT: Well, it looks like another tough choice. One track is slow, but the other one is unoriginal and technically flawed. My brain hurts...

Post May 6th, 2005, 9:43 pm

Posts: 1674
Points on hand: 4,378.00 Points
Location: IA, USA


Post May 6th, 2005, 9:51 pm

Posts: 1026
Points on hand: 3,540.00 Points
Location: Miami, FL, USA

Post May 6th, 2005, 10:02 pm
cjd

Posts: 3370
Points on hand: 4,718.00 Points
Location: New Concord, OH, USA

Every single group I had to make a decision on had coasters within half a point of each other.

Post May 6th, 2005, 10:04 pm

Posts: 1674
Points on hand: 4,378.00 Points
Location: IA, USA

wow, that's tight. take a nap after tonight, i think you might need it after doing that.

i couldnt rate 6 coasters in one day, let alone 12.

Post May 6th, 2005, 10:08 pm

Posts: 1026
Points on hand: 3,540.00 Points
Location: Miami, FL, USA

Post May 6th, 2005, 10:11 pm
cjd

Posts: 3370
Points on hand: 4,718.00 Points
Location: New Concord, OH, USA

yeah. I really should have rated some tracks yesterday, but I had final exams to worry about. I'm almost done now. Results will be posted within the hour. I just have to rate pdonahue's track and I'm done.

Post May 6th, 2005, 10:37 pm

Posts: 1026
Points on hand: 3,540.00 Points
Location: Miami, FL, USA

Post May 6th, 2005, 10:45 pm
coolbeans326 User avatar
Premium Member
Premium Member

Posts: 5229
Points on hand: 6,184.00 Points
Location: Portland, OR, USA

Originally posted by cjd

yeah. I really should have rated some tracks yesterday, but I had final exams to worry about. I'm almost done now. Results will be posted within the hour. I just have to rate pdonahue's track and I'm done.

Just prioritize your schoolwork, before the contest, don't let this get in the way of what determines your future.[:D]

Post May 6th, 2005, 10:56 pm
cjd

Posts: 3370
Points on hand: 4,718.00 Points
Location: New Concord, OH, USA

Results Are In! I am posting the results as I type these words.

EDIT: One of the damn love on my floor just walked into the hallway drunk and shut off my circuit breakers. I have to restart posting the ratings because the bastards on my dorm floor have nothing better to do than piss everyone off. Grr... dumbasses. I hope they rot in hell.

Post May 6th, 2005, 10:57 pm

Posts: 688
Points on hand: 4,164.00 Points
Suggestion: Post the results in a NEW topic instead of buried way back here.

Post May 6th, 2005, 11:12 pm

Posts: 1026
Points on hand: 3,540.00 Points
Location: Miami, FL, USA

Post May 6th, 2005, 11:31 pm

Posts: 918
Points on hand: 905.00 Points
Location: St. Louis, MO, USA

I may have to come down there and PERSONALLY beat the living hell out of them. I really want to know who is moving on and the anticipation is literally killing me.

Post May 6th, 2005, 11:32 pm
cjd

Posts: 3370
Points on hand: 4,718.00 Points
Location: New Concord, OH, USA

2005 NoLimits Match-Up Contest (Round 2) RESULTS



Group 1 ????????? Buster

Foildude did not submit a track, so you advance by default.



Schinkenklopfer - (Buster)

This coaster was more like an Intamin woodie than a CCI. It was way too perfect. It's the slightly un-engineered controlled chaos that makes wood coasters so great. Since you won by default, I won't go into a lot of detail.

Technical:
Perfect. Way too perfect.

Adrenaline:
This coaster reminded me more of Colossus than Hades. In this round, you needed an out-of-control feeling. Here, you have a double helix with no lateral g?????????s at all, and a bunch of floater air hills connected by 2 turns. The track was mostly a straight line out and back. To get the out of control feel, you need to throw in some under-banked fast turns, sudden changes in direction, and a bit of ejector air. This track was very positive or floater air. More laterals and ejector air, please. Well, the pacing was good so I can't take too many points off.

Originality:
This is really where the coaster lagged. Helix, hill, hill, hill, MCBR, hill, hill, hill, turn, double-down, hill, helix, brakes. Nothing new, and rather repetitive. I said it once, I'll say it again????????? more turns. Slam the guests to the left and then back to the right, and kick them off of their seats a couple times instead of just making them feel weightless and heavy like on a . Check out an on ride video of The Legend if you want to see what kind of feeling I'm talking about. Well, that aside, you got some points for the custom station and cool 3ds tunnels.

Technical: 10 Adrenaline: 7.5 Originality: 6 Overall: 7.83






Group 2 ????????? coaster992001 vs. ragan

This was a ridiculously close battle. Both tracks had plusses and minuses, and I'm not sure at this point, before the ratings are out, which track is going to win. I'll just rate each one and see which rating is higher.

EDIT: Originally, the scores were tied in all 3 categories, but in the end I decided that coaster992001?????????s track had better pacing, and so ragan?????????s track lost a half point in the adrenaline category to resolve the tie. Coaster992001 goes on to round 3.



Aetarnitartis - (coaster992001)

This coaster was good, but was not without several problems. The adrenaline was good, but everything else was just kind of decent.

Technical:
The main technical problem was that there were not enough blocks for the trains. There needs to be at least one block, including the station, at the end of the ride per train. So in this case, you need a station and 2 brake runs behind it to hold all of the trains during bad weather or a breakdown. Now, about the actual ride. I understand what you were going for with the flat lead-ins to the hills, but you need to have a more gradual crest at the top of the hills. Instead of going from flat to turning instantly, have it gradually transfer from flat to crest. The way you have it now, there would be some painful ejector air. Almost all the hills were like that, and those bumps cost you most of the points you lost. There were also a lot of bumps in the turns, a lot of painful pumping, and yellow vertical g?????????s on the first drop.

Adrenaline:
This coaster was really fast and intense. The pace was incredible throughout. The lateral g?????????s could have been a bit more prevalent, not in the actual force but in how often. You could have used a more out of control left to right feeling, rather than all the ups and downs. This coaster was still very good.

Originality:
The thing I really loved was the unexpected nudge of trick track coming down one of the last drops. It was really unexpected. I personally thought you used the flat inclines a little too much, but this was still a really fun coaster. No bonus points, though.

Technical: 6 Adrenaline: 8 Originality: 7 Overall: 7




Wasting Time ????????? (ragan)

This coaster had a couple of technical problems, one severe, but the adrenaline was a serious plus.

Technical:
There were 2 big problems here. The biggest one is the supports on the first helix. There is a 150 ft section of track held up by single wooden beams. There is no way that those would hold the track. Those beams would snap like toothpicks. The second problem was e-stop. I don't know why, but whenever e-stop is activated before the MCBR, the train will not start back up again after stalling on it. The brakes won't open even after all the blocks are clear. There were badly shaped banking transitions all over the place, which produced strange g forces that would hurt your guests. Watch an onride video of a real CCI to see how wood banking should be. There was also some bad pumping in most of the elements, and bumps all over the place.

Adrenaline:
The adrenaline was really good. It wasn't incredible, but it was still good. There was plenty of airtime, good speed, and good pacing. It got just a tad slow in the end, though. I really wish you had more turning and changes in direction throughout the course. Out-and-back coasters are fine, but they just aren?????????t insane like the out-and-back twister hybrids like jpecool?????????s coaster. More low-banked turns and quick direction changes.

Originality:
This coaster didn't have much new aside from the double helix at the end of the lift. There wasn't really a break in the layout. Throw in a couple sudden turns, or some trick track to break up the layout and surprise the riders. The layout just wasn't surprising enough. You got some bonus points for the custom station and queue line, though.

Technical: 6 Adrenaline: 7.5 Originality:7 Overall: 6.83






Group 3 ????????? Dirk_Ermen vs. deadnsleepin

Dirk?????????s track was disqualified, so deadnsleepin moves on to round 3 by default.



Reanimator ????????? (Dirk_Ermen)

This coaster has been disqualified. The contest requires each coaster to have 2 tunnels. This coaster had none.

Technical: N/A Adrenaline: N/A Originality: N/A Overall: DQ




Eurus, God of the East Wind - (deadnsleepin)

This was a good track. It won by default, so I won't go into too much detail, but it was good overall.

Technical:
This wasn't bad, but it was far from technically perfect. The main problem was pumping. There were giant flat spots in the middle of a lot of the turns and the hills. To fix this, try to keep the turns a uniform radius or have them gradually get tighter. The other problem was that there were 2 trees that jutted into the track area. Trees are flexible and don't hurt if you touch them going fast, so this is nowhere as big of a problem as a support hit or wheel collision, but you should still try to keep the branches away from the track. The big problem was that your emergency stop failed. After an e-stop on the MCBR, the train doesn't make it back to the station. Basically, every time your coaster had an emergency stop you would have to push the 2-ton train back to the station. Not good.

Adrenaline:
Good, but not great. The section before the lift was way too slow and long. The pacing was really off in the last section before the final brake run. You needed a bit more speed throughout the course. It had a few good moments, but the feel was really not out of control. Try having more sudden direction changes mixed with your ejector air to ramp up the thrill factor. And try to get the coaster to finish with a burst of speed. Coasters that save the best stuff for the end are the true gems.

Originality:
Not much to say here. Basic turns and hills. The sequence just needed some more unexpected stuff. Maybe some sudden turns or trick track to break up the layout a bit. Bonus for the custom station and queue line.

Technical: 6.5 Adrenaline: 7 Originality: 7 Overall: 6.83






Group 4 ????????? ish vs. thecool326

thecool326's coaster was disqualified, so Ish wins by default.



Firefox ????????? (ish)

This was a great coaster, and would have won even if thecool326 wasn't disqualified. There was no contest here, so I won't go into too much detail.

Technical:
This coaster had way too much banking or strange transitions into banking all over the ride. There was a lot of pumping, some bumps, and I'm never a fan of trim brakes. Speaking of the trim brake, it is set as a block. It is possible to get this coaster to crash by activating e-stop twice. This is not a big problem, as it would take a freak accident to make the e-stop command malfunction like that. You really didn't need the trim brake set as a block????????? you had plenty of blocks to hold the trains already. I'll just take half a point off for that instead of my 1.5 to 2 points for a full-blown e-stop failure.

Adrenaline:
I've told other people to add more turns, but this one had too many. Throw in some more drops and hills to enhance your ride. Especially drops????????? this coaster never really plunged from its height to the ground. Big straight drops are essential for a good megacoaster. Also, I would go for slightly bigger turns with less banking for a true out of control feeling. This was still a good coaster, though.

Originality:
Turns, speed, some airtime, and more turns. The turns were kind of repetitive, but the pacing was really nice aside from the last big turn before the turn into the brakes. It was a bit slow. Bonus points for the custom station.

Technical: 6.5 Adrenaline: 8 Originality: 7.5 Overall: 7.5




Jack Hammer ????????? (thecool326)

This coaster has been disqualified for going outside of the contest boundaries. At the bottom of the screen, the entire track is off of the template.

Technical: N/A Adrenaline: N/A Originality: N/A Overall: DQ






GROUP 5 ????????? Tyler vs. Iron Man

Iron Man?????????s track was disqualified, so Tyler advances to round 3 by default.



Ghost Along the Mississippi ????????? (Iron Man)

This coaster has been disqualified. The contest requires each coaster to have 2 tunnels. This coaster had none.

Technical: N/A Adrenaline: N/A Originality: N/A Overall: DQ




Prime Mover ????????? (Tyler)

Since this coaster advances by default, I won't go into too much detail. It was tied with jpecool?????????s track for the best in round 2, so even if Iron Man?????????s track was still in the contest, you would have won. Barely.

Technical:
The track was made with Elementary, so it was naturally pump free. There were several bumps coming into and out of turns, but they were minor. The only real problem was that the tight turns near the end were a little too sudden. Still, there were no real problems.

Adrenaline:
This coaster was really exciting. There wasn't a lot of ejector air, and lats were only crazy in 2 places, but the pacing was really great. Everything after the MCBR was fast and furious, and it finished the ride with a ?????????bang?????????. I would have liked to see more airtime in the second half, but it was still a great ride.

Originality: Not much to say here. It was a good track, and a really nice ride experience overall. The first drop was possibly a bit too steep for a woodie, but it was good nonetheless. Um, yeah. Good stuff. The end was slightly repetitive but the pacing was really good.

Technical: 9 Adrenaline: 8.5 Originality: 8 Overall: 8.5






GROUP 6 ????????? (jpecool vs. MF2001)

This was a really close match. MF2001 had the edge in Technical, and his adrenaline was pretty good also, but jpecool had the edge in adrenaline and originality. It took me a while to decide, but the winner is jpecool for his awesome coaster, 20?????????s Revenge. MF2001, your coaster was really good as well. It just didn't have the same adrenaline rush. Congrats, jpecool. MF2001, thanks for competing. I hope you compete again next year.

EDIT: MF2001, your track was the highest rated losing track. Now that I have rated Group 7, where neither member submitted a legal track, you are officially still in the contest. You will advance to round 3, going against the winner from Group 8.



20's Revenge - (jpecool)

This coaster was far from technically perfect, but the adrenaline and originality were true art. This was one of the, if not the, best coasters submitted in the adrenaline category.

Technical:
This coaster had pumping everywhere. It was not major pumping, but it would still be uncomfortable. One other strange thing is that when the train stops in the loading station, the first car is poking out of it, which would make it kind of hard for front car riders to get on. The major problem was that the catwalks ran into the track rail going into the first big turn. The train would grind over it and cause serious damage or derail. There were vertex bumps and completely straight banking transitions all over the place. Real wood coaster banking is just slightly heartlined (a foot or so), and then gradually gets higher as the turn gets tighter. On CCI?????????s, it does not bank completely before turning, like you had it in about half of the turns. The bumps were not a big deal, though. Sometimes a little bump helps to fuel the intensity of a wood coaster. The overall feel of the coaster was like that of an old, rickety 20?????????s coaster. The only bump that was a big deal was the pop of air at the bottom of the first drop. That would hurt. So even though the technical aspects were not perfect, they helped the feel of the ride so fewer points were taken off.

Adrenaline:
WOW! Talk about an insane ride. This is just about perfect. It had everything????????? the drops, the airtime, the lateral g?????????s, and a furious pace that never let up until the last hill. This was a work of art. The hills near the end were a tad repetitive, but the break in the pace was minor. The speed through the first big turn also could have been a bit higher, but it didn't break the pace because it was at the very beginning of the ride. One of the things I love is when there is a slight pause and then it throws you back into the ride and kicks the crap out of you????????? that is just great stuff. This coaster was absolutely wonderful.

Originality:
This coaster truly had style. The feel was just incredible. This truly is what I was looking for in this contest in the sense of pacing. The theming of a giant 1920?????????s coaster was really great, and you get extra points for the very inventive use of trick track to break up the layout a bit. Well, basically no complaints. The track was artwork, and the bonus points for the custom station, queue line, and intimidating signs push it over the top.

Technical: 7 Adrenaline: 9 Originality: 9.5 Overall: 8.5




Thunder Run ????????? (MF2001)

This coaster was the best hand-built work done in this round of the contest, and it flowed very well. The adrenaline was good, but not great, which is where you lost.

Technical:
Aside from the pumping in the helix, this coaster was technically perfect. Great Job!

Adrenaline:
It was good, but not great. The whole ride was just a bit too flat. The corners were a bit too wide, and the hills weren't sloped high enough. If you ride jpecool?????????s coaster, you can see that everything is really sudden, and the ride is throwing you every which way incredibly fast. The feeling you really need with a good wood coaster is that of being completely out of control. The way you do this is with fast under-banked turns, sudden unexpected changes in direction, and a mix of floater air and ejector air. Your hills were all floaters, and the turns had a constant pace that felt thrilling, but not insane. The pace was a little bit slow on the triple-up going into the MCBR, and in the last 500 ft of track before coming back to the station. So, a very good job here but just not at the top. Try throwing in a couple of fast turns with around 1.5 lateral g?????????s, some more quick changes in direction to toss your guests around a bit more, and some ejector air around -1 to really bring on the thrills.

Originality:
The triple-up was nice, even though it was taken kind of slow. The pacing was fairly steady aside from the slow lead-ins to your brake runs. I really didn't get the feeling of insanity, as mentioned before. The primary criterion for this category is having an inventive track layout, and this one was just kind of good. It didn't really stand out. You just need more insanity. Kick the crap out of your guests, and throw in some unexpected stuff for higher style points. One thing that I did like was in the middle of the ride when you are coming straight toward the lift hill and then turn away at the last second. That was a cool touch. Well, that's about all I have to say. Good job on this coaster, and I hope to see you again in next year?????????s contest.

Technical: 9.5 Adrenaline: 7.5 Originality: 7.5 Overall: 8.17






Group 7 ????????? unfortunate_smiley vs. krazyt

There is no winner in this group. Unfortunate_smiley did not submit a track, and krazyt was disqualified. MF2001, who made the highest rated losing track, will take the place of the winner from this group in round 3.


Lawbreaker ????????? (krazyt)

This track has been disqualified. The rules say that the coaster?????????s track has to remain completely inside the boundaries. Your track went out of bounds.

Technical: N/A Adrenaline: N/A Originality: N/A Overall: DQ






Group 8 ????????? McFly vs. pdonahue

This was a tough decision. It was either the slow track or the unoriginal technically flawed track. It took me a while to decide, but the winner is McFly.



No Quarter ????????? (McFly)

This coaster was screwed by the contest rules at the last minute, which is why the adrenaline is so low. I rode this coaster with its original settings and it was easily right up there with the best, but I have to rate how you submitted it.

Technical:
This coaster was great technically. The banking transitions were just about dead on for a CCI or GG coaster, and I have no gripes aside from some minor pumping and a few bumps.

Adrenaline:
This is where the coaster lost points. With the 6-seat configuration, the train was practically stopped in the second elevated turn and the lead in to the MCBR, as well as in the high turn near the end of the ride. It got really slow near the end, but you rescued it with the airtime hills and fast turn just before the brake run. If the car was going faster, the pacing would be perfect. With 4-seat trains, the long pauses in the second big turn and MCBR served more as a dramatic pause than a break in the pace. Basically, don't use the 6-seat trains when you release this coaster publicly.

Originality:
This coaster had a prefect CCI feel to it. I would have liked to see it going faster, but we both know that this coaster would be over a 9 if you were allowed to use the appropriate trains. Points were taken off for the slow pace, but if you could use the 5 car 4-seat trains, your ratings would be 9, 8.5, 9.5.

Technical: 9 Adrenaline: 6 Originality: 7.5 Overall: 7.5




Mustang ????????? (pdonahue)

This coaster lost on its technical flaws and mediocre originality.

Technical:
Pumping, vertex bumps, and strange banking transitions all over the place. Look no further than McFly?????????s track to see how to do perfect CCI-style banking. As far as the bumps and pumps go, it will come with practice. These were not major, but they were everywhere. A bunch of small deductions that add up. Now that I look again, I see one major problem. There are not enough blocks for all of the trains. There needs to be at least one block, including the station, at the end of the ride per train. So in this case, you need a station and 2 brake runs behind it to hold all of the trains during bad weather or a breakdown.

Adrenaline:
This coaster was okay, but just slightly edged out McFly?????????s track in its weakened state. The biggest gripe I have about this coaster is that the MCBR is so late in the ride. When you hit the brake run, the ride feels like it is over because the ride after it is so slow and so short. This is the opposite of what a coaster needs to be. A good coaster gradually picks up speed to the point that it feels completely out of control at the end. You started crazy and ended slow. This would have been fine if you suddenly threw the guests back into the ride with some sudden fast turns and ejector air, but you just did a slow turn and one floater hill. This was a really weak ending. Another problem is that the whole ride is straight sections connected by a few turns. Try to make more sections like the pre-lift section in the ride itself. More lateral g?????????s, less up and down.

Originality:
Same problems. The coaster was too straight. You needed to make it more twisted. The tunneled trick track was a nice touch, and gave you some points, but the overall ?????????feel????????? of the ride was just nowhere in the same league as McFly?????????s track. Less banking, more turns, fewer plain old airtime hills, and more ride after the MCBR. That was still the biggest problem. The end of the ride completely killed the pacing. Now, about the 3ds. Usually these are worth bonus points, but I looked at the top of the tower ride and saw the Coastersims.com logo, meaning that you just copied it from the park pack. I'm not sure if the other objects are yours or not, so I will give you some credit, but I know the Power Blast ride. Overall, not a bad coaster but needs some more work. Straight 7?????????s, as every area was good but could have been better.

Technical: 7 Adrenaline: 7 Originality: 7 Overall: 7





PAIRINGS FOR ROUND 3:

1. Buster
8. coaster992001

13. deadnsleepin
5. ish

2. Tyler
7. jpecool

10. MF2001
6. McFly



FINAL STANDINGS:

1-8 Still Competing...
9. pdonahue (100 points)
10. ragan (100 points)
11. Dirk_Ermen
11. thecool326
11. krazyt
11. Iron Man
15. unfortunate_smiley
15. foildude
17. SFMM Homie
18. Angry_Gumball
19. mkingy
20. Wishmaster
21. e-man
22. hyyyper
23 (tie). minicoopertx
23 (tie). PumpMeUp
25. helis1
26. harvesterofyoursorrow
27. Sir Coastalot
28 (tie). RCT-3-Crazy
28 (tie). that one kid
30. weasle
31. bigman
32. daan1990
33. The Edge
33. IntaminFan397
33. Gsus
33. Matt
33. Tarski
33. rocketboy711
33. ashhew1985
33. Brtnboarder495
33. Android
33. lpth5
33. Bino Maus
33. TomDragster

Post May 6th, 2005, 11:35 pm

Posts: 918
Points on hand: 905.00 Points
Location: St. Louis, MO, USA

How the hell did my coaster have no tunnels!? I swear to love high heaven it did! Damn it all to the bowels of the jewish hell! Why? Ugh! This really hacks me off.

Edit
I've looked over my coaster once more and apparently when I reset the auto-supports to get the steel structure it took off all of the tunnels. love! I'm sorry for the language but I am REALLY pissed right now.

Post May 6th, 2005, 11:38 pm
cjd

Posts: 3370
Points on hand: 4,718.00 Points
Location: New Concord, OH, USA

Hey, you're not alone. Dirk got whacked for having no tunnels as well. You wouldn't have beaten Tyler's coaster anyway... it was tied for the highest score in the whole contest. So it's not like you are out of the contest because of one mistake... your coaster was really good, but not better than Tyler's.

Post May 6th, 2005, 11:53 pm

Posts: 1536
Points on hand: 2,083.00 Points
Location: Etobicoke(Toronto), Is Ontario a state?, Canada

Wow, thats kinda harsh. Disqualified because of no two lousy tunnels, that hurts.

Post May 6th, 2005, 11:57 pm

Posts: 5626
Points on hand: 5,993.00 Points
Location: Millbrook, Alabama, USA

I don't care what anyone gripes about (rules are rules ya'll -- add the freaking tunnels next time ... lol) ... anyway -- this ought to be amazing:

1. Buster
8. coaster992001

13. deadnsleepin
5. ish

2. Tyler
7. jpecool

10. MF2001
6. McFly

Post May 6th, 2005, 11:58 pm
cjd

Posts: 3370
Points on hand: 4,718.00 Points
Location: New Concord, OH, USA

If any of the contest requirements are violated, the result is disqualification. And yeah, it's looking like an intense semi-final and final is coming up. We've got some great matches in this round.

By the way, everyone that is competing in the upcoming Round 3 is guranteed to recieve at least 100 points as a prize.

The new template and rules will be posted in exactly 24 hours.

Post May 7th, 2005, 12:12 am

Posts: 16
Points on hand: 2,823.00 Points
Location: FREEPORT!, New Yorkeh

HAAAAAAAAAAAAAAAAAAAAAAAHAHAHA! Oh man...poor DNS. She is screwed. I knew right when her coaster came out that it was going to flop...but being DQed for no tunnels? Jesus, i thought points would be taken off! I was sittin with my little skull flag rootin for DNS while I was working on Lenny the Lizard...i never thought she'd make it. that just makes me want to piss myself...!! anyway...she'll be out next round, but not so easy, i taught her how to use some tools after King Snake (ahg, smoother, track mover...etc.) so now she'll be better competition, Ish. Those DQs made my night![}:)]

Post May 7th, 2005, 12:18 am

Posts: 47
Points on hand: 3,732.00 Points
Location: dallas, TX

[stupid]

Wow...that was pure luck. I suck at building woodies. Steel is a lot better for me, and OMG SARS is right, i have some new tricks up my sleeve. And by the way, isn't Lenny the Lizard MasterPi's?

LOL! we all have the same Avatar. Anyway, i guess not, that's definetly the track, but those 3Ds are not his! so yeah...i guess he did let you post it. i'll ask...

Post May 7th, 2005, 12:33 am
cjd

Posts: 3370
Points on hand: 4,718.00 Points
Location: New Concord, OH, USA

It's always good to see some new talent in these contests. Usually everything past the first round is a battle of the veterans. Keep up the good work.

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