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Lava Blast (update 11/21)

The Hard Hat Area is the place to post construction news about your ride, so this is the place to hype your future upload!

Post January 29th, 2007, 6:18 pm

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^just stick to the smaller, more techincal designs. I cant do anymore of the huge projects anymore either. But I like to spend most of my time on the smaller details. Plus things go quicker :P

So, where are you headed for a career then?

Post January 30th, 2007, 1:22 pm

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I know the feeling. But, unlike me at least you actually completed quite a few designs!

Too bad you quit the engineering course. But it's important knowing what you really want, and not what you think you want[;)] I'm in the process of choosing what to do with my life too, and It's very difficult. But I wish you good luck, and don't worry, you will find out eventually! [:)]
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Post February 16th, 2007, 1:31 pm
cjd

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Originally posted by Real

^just stick to the smaller, more techincal designs. I cant do anymore of the huge projects anymore either. But I like to spend most of my time on the smaller details. Plus things go quicker :P

So, where are you headed for a career then?

(Late reply, but necessary)

The career survey basically said that I needed to be in something more artistic. It also said that the reason I liked engineering in the first place was because it let me design things. So that is the part of the designing that I enjoyed doing... the creative, brainstorming, thinking part, and not the "sit st the computer, crunch the numbers, and make the idea a reality" part.

What I am really working on now is my novel, "The Second World". I've been molding the storyline and the characters for seven years as of tomorrow, and I'm diving in to try and finally write a first draft. Next semester, I'll be shifting into literary and creative writing classes, so I'll see if it is indeed something that I can maintain a deep passion for.

I'm also working on a screenplay, and will be rendering some of the different locations of the book with animation software, so who knows? I might just take those locations into NL and build a coaster on them for old timesake one of these days...

Post February 24th, 2007, 12:36 am
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UPDATE:

Well, folks, competing in the NL tournament has reminded me just how much I love building coasters. I'm back into it again.

I am absolutely loving the FVD plug-in for Elementary, because it is enabling me to put EXACTLY what is in my head straight onto the templates with almost perfect accuracy. That was most of the frustration before... being forced to tweak points endlessly just to get the right shape, and then having to spend twice as much time smoothing. But no longer. Seeing ideas come to template perfectly is a great thing, and has been inspiring for me.

So, anyway, I'm back to some degree. I won't be hand-building whole coasters anymore, though, because for the complex elements the FVD is simply more practical.

"The Rockler 2" is still cancelled, Cyclone will probably get done but be a long time in coming because the support work is such a pain in the ass, but the big news is that the original vision for Lava Blast is officially back in progress now. Now that I have a practical way to create the edgy elements I had been dreaming of, I'm going for it. Progress updates coming soon.

I'm also thinking of doing an update on Cataclysm, since now that I am looking at it years later I realize just how much better it could have been. Hyper X is still questionable... I'll think about whether to try it again or not after I'm done with Lava Blast and Cyclone.

Post February 24th, 2007, 12:45 am

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How is it that you don't understand how to use the shift value for a vertical loop, yet you can work FVD?

Post February 24th, 2007, 12:45 am

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Good, Im glad to hear the FVD is going good. I cant figure out regular elementry HSAK, so FVD isnt exactly a step down. Ah well, glad to hear it all.
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Post February 24th, 2007, 12:45 am
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(Late reply, but necessary)

The career survey basically said that I needed to be in something more artistic. It also said that the reason I liked engineering in the first place was because it let me design things. So that is the part of the designing that I enjoyed doing... the creative, brainstorming, thinking part, and not the "sit st the computer, crunch the numbers, and make the idea a reality" part.

That's me in a nut shell. I love drawing, but I just am not that great of a drawer. It makes me sad, and I always have to wonder, "can good drawing techniques be learned or is it just something that you're kind of born with?"

Though It hink writing is a good outlet for you. I enjoy writing too, and while I never plan on writing a book, the carreer track I plan on taking will require a lot of writing and as a result I'm always trying to find ways in which I can write better, and tell better stories.

Post February 24th, 2007, 12:57 am
cjd

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Originally posted by dcs221

How is it that you don't understand how to use the shift value for a vertical loop, yet you can work FVD?

Well, reading the instruction manual definitely helped... ;)

Post February 24th, 2007, 1:01 am

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Reading the definition of shift shown within Buster's loop wizard also might have helped lol.

Post February 24th, 2007, 1:04 am
cjd

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and honestly, I was throwing punches around randomly before... i had never even tried using Elementary until I saw the FVD. So, yeah, the loop failure was because I hadn't read the instruction manual on how to do banking transitions properly. Now that I have learned, I freakin' love it!!!

Post March 24th, 2007, 11:58 pm
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3/24 UPDATE:

I just finished the trackwork!

The FVD is treating me really well, and I just finished every single one of the original elements I was planning for within the last 8 hours. The whipping Stengel dive, the intense terrain-hugging overbanked turn, the 90 degree camelback, the air pop after it, all done. It linked quite well with the existing trackwork, and became glass-smooth after some tweaking in the editor, so yeah... I'm really happy. The FVD has opened my imagination back up, and has allowed me to now almost finish the coaster.

So, this update is just to inform of the completion of the trackwork. Next up is the terrain, then supports and 3ds. This coaster is coming along very nicely so far! is just as intense as I imagined it, and I'm still VERY confident that it will become a classic once melded with the terrain/scenery work. The first photos will be posted soon, once some terrain and trees have been added, and it is looking like the time frame for release is finally within reach.

Here's a pic of what the coaster looks like in the editor. Check it out! REAL teasers, with depth and all, will arrive with the terrain work.
Image

Post March 25th, 2007, 12:23 am

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dude, looks really nice. cant wait to see it
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Post March 25th, 2007, 4:02 am

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"I'm still VERY confident that it will become a classic"

I wait with a grin for coasterkidmwm to come and shoot that one down...

Good luck with the track though. Might want to fix the tophat pullover shaping, it's not very Intamin-like in it's pointiness.

Post March 25th, 2007, 5:58 pm
cjd

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Originally posted by dcs221

"I'm still VERY confident that it will become a classic"

I wait with a grin for coasterkidmwm to come and shoot that one down...

Good luck with the track though. Might want to fix the tophat pullover shaping, it's not very Intamin-like in it's pointiness.

You're right... it is pointier than TTD and KK... but TTD and KK don't have airtime all the way over the top. This one does.

And as far as waiting for Coasterkid to reply... yeah, I'm getting a defense ready. And as far as "classic" goes, it's just a claim. I think this coaster is much better than Cataclysm and Hydro Thunder, currently my highest rated coasters, so that's the claim.

Post March 25th, 2007, 6:02 pm
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Ugly things never become classics.
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Post March 25th, 2007, 6:43 pm

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I'm sure there's a reason for that, and I'm guessing it's because a slight overlaunch could make forces way too high at the top. Since KK and TTD are launched to such a high speed, such precautions may be necessary.

Plus the shaping on the real Intamin tophats is consistent with shaping on most of their hills. Your second hill shaping is really whacked, and the first hill is overly pointy like I said.

I think it's generally ok (and good if done well) to have some new shaping on one or two elements, but with that said, you seem to abandon the entire style of the coasters you're doing in many of your rides. Try not to let that happen here.

Post March 25th, 2007, 7:05 pm
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Hopefully this time CJD won't compare his track to other tracks in the ride description and say that his is more realistic and "better" when it infact is not, like when CJD said that GG woodie he made was so awesome compared to others when it didn't even fit the style. BTW your generic layout isn't "blasting away all other attempts at strata coasters". Hansixx's old strata seems to be whooping your butt still despite its age.
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Post March 25th, 2007, 7:11 pm

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Post March 25th, 2007, 10:28 pm
cjd

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Sorry about Thrasher 2... I was just trying to bring attention to the extra work I did, because otherwise it would be such a subtle detail that nobody would probably even notice. I didn't mean to offend anyone.

And if you're referring to Hansixx's "Project Strata-Force", I don't consider that to be a strata... it's like an oversized Giga. Show me one really good attempt at making an amped-up TTD-style coaster, and then I'll think about scaling back my claims.

One final thing:
Thrasher 2 was my first attempt at a realistic GG-style coaster. Lava Blast, however, is my fifth attempt at a realistic Intamin style. This time, I do have experience behind me.

Post March 25th, 2007, 10:30 pm

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Looks great, yet another Uber coaster. nice!
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Post March 25th, 2007, 10:50 pm
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Originally posted by cjd
And if you're referring to Hansixx's "Project Strata-Force", I don't consider that to be a strata... it's like an oversized Giga. Show me one really good attempt at making an amped-up TTD-style coaster, and then I'll think about scaling back my claims.


A Strata coaster is a coaster over 400ft. Hansixx's ride was over 400. Therefore it is a strata coaster. Also the "Amped up TTD" style ride is one of the first ride styles all n00bs make. The only way to make this more typical with the theming you have would be to make it a ridiculously oversized woodie.
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Post March 25th, 2007, 11:05 pm
cjd

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You still didn't answer the question... I know that EVERYONE tries it. (That's why I made "Apocalypse")... but has anyone actually done it well? With original elements, theming, and polished trackwork?

This time, I hope to prove you wrong, and prove that I can actually live up to my own hype. And if I do compare this coaster to any others, it will be to my own. So no offending this time.

Post March 25th, 2007, 11:50 pm
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Um yeah. Macehevitz's Top Thrizzle Dragster. The shaping and stuff might not be quite up to today's standards, but it had a couple neat little tunnels and a neat turnaround. It's quite good for its age. It was one of my favorite rides and I was quite entertained by it.

Also it's sad that you consider part of a "good coaster" its theming. My favorite rides have no theming whatsoever since the creators don't need 3ds as a crutch. You should make a good coaster and THEN theme it, not make good theming and rely on it.
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Post March 26th, 2007, 12:22 am
cjd

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(Downloaded)

Not bad, not bad. IMO, though, I've got that coaster dominated in the adrenaline department... and this time it's not over-the-top adrenaline like in my previous coasters.

Post March 26th, 2007, 12:26 am
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Battle of the generic layouts?
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