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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 March 26th, 2007, 12:30 am

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C'mon Coasterkidmwm, it's not generic.

It's just not very unique.

:P

Post March 26th, 2007, 12:37 am
cjd

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If a coaster that launches out of a volcano, has the world's steepest non-inverted turn, a stengel dive, and a 90 degree camelback isn't unique, what the hell is? Seriously... what do you consider to be not generic then?

This is a serious question... if you think that I am seriously making a coaster that is generic, and is going to be boring and predictable, I would like to know what you think would make it original. There is still time to alter it if that is the case.

Post March 26th, 2007, 1:17 am
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Originally posted by cjd

If a coaster that launches out of a volcano, has the world's steepest non-inverted turn, a stengel dive, and a 90 degree camelback isn't unique, what the hell is? Seriously... what do you consider to be not generic then?


1. Volcano:TBC launches out of a volcano the same way.
2. Immelmans on Eurofighters are more interesting than your turn, what you consider an inversion and a coaster company considers an inversion are two different things, so that one is totally up in the air. The Gersty Immelmans are more banked than your "world's steepest non inverting turn".
3. Your ride is generic because I see a bunch of big hills with a figure 8ish turnaround (can't tell too well) and then a bunch more oversized hills into a helix on the ass end. It screams boring. I can't tell you how many hyper coasters I've seen (And made) that ended in a helix. This overhyping of an overbanked turn and elements everyone has already seem with nothing special about them is just you overhyping to balls again like you always do in the past.

Originally posted by cjd
This is a serious question... if you think that I am seriously making a coaster that is generic, and is going to be boring and predictable, I would like to know what you think would make it original.


1. Stop making giant ass rides. Everyone who only makes giant rides makes them giant because they aren't skilled enough to make them smaller where it's usually harder to control G's and the like and make the ride smooth.

2. Stop conforming to the grid. Most of your rides turn in 90 degree turns with one obligatory turn branching into nowhere so you can tell yourself you didn't build on the grid.

3. Actually build in the style of the manufacturer you're making. You always take the sissy way out and totally deviate from the style of ride you're making. I know you haven't made a GCI, but soooo many people make a GCI and decide a ride is a GCI if and only if it has a ballsload of turns. Actually LOOK at what you're imitating and imitate it!

4. Do you really think it doesn't bother people when you say something along the lines of "This is the most incredible ride ever and it will be epic"? That is like saying in jail you won not dropping the soap contest. It's just setting yourself up to have people watch you extra carefully, wait for you to drop the soap, and then rape you. Ever seen Buster, hansixx, Real or anything of those people say that they're "making the most incredible rides on earth?" NO! They just upload, people like what they see, and what happens happens. Lose the arrogence.
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Post March 26th, 2007, 1:22 am
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coasterkidmwm, everyone knows I make the most incredible rides ever!!!!
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Post March 26th, 2007, 1:32 am

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Yeah, call us Ray Charles because we can't see WWS' skillz lolz.

Post March 26th, 2007, 1:40 am
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yeah, my skills are so good they're blinding [lol]
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Post March 26th, 2007, 2:08 am
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Heh... I suppose it is time for an update. The reason why I have always made coasters like that was because I was a hand-builder, and making stuff off the grid and true to the style was a real pain in the ass. But now that I am using the FVD, I suppose there is no harm in admitting that the technique which I began building this coaster in is out-dated. I will take some advice, think of some new ideas, and rebuild the coaster. All that will stay is the initial launch through the volcano, since it is kinda the whole inspiration behind the coaster, one large airtime hill, and the final spiral down into the lava channels. I'll completely rethink the rest.

Post March 26th, 2007, 1:25 pm
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Originally posted by cjd

Heh... I suppose it is time for an update. The reason why I have always made coasters like that was because I was a hand-builder, and making stuff off the grid and true to the style was a real pain in the ass.


1. I handbuild too you dingleberry. I use a small bit of elementary in my rides, usually they're 75% handmade and 25% elementaried, and on the elementaried bits I modify the balls out of the entrance and exits of the elements.
2. Saying it's a "pain in the ass" shows you're not putting in enough effort to make your rides legendary and epic and whatever crap you use to overhype them.
3. WWS is the master. The hood is keepin' him down.
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Post March 26th, 2007, 1:37 pm

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Post March 26th, 2007, 4:39 pm
cjd

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When I say hand-built, I mean hand-built WITHOUT the AHG. That really makes getting a realistic Intamin feel difficult. And it doesn't matter now. I'm now officially a tooler. The FVD is just too darn convenient to not use.

And I have a new layout in mind. It isn't quite as flashy, but it is much more random, hugs the ground more, the bursts of airtime are at random points rather than collected in big hills, and I've added a new original element into the mix. All that remains from the original is the launch/drop, the second hill (which is now after a tunnel turn and a ground turn rather than directly after the drop), and the final downward spiral and double-up. Everything else has been completely re-thought. Off to work I go...

Post March 26th, 2007, 5:47 pm

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Dude, no way is hand building out dated. With or without AHG, you still build the entire basic thing by hand. That's what I do, the convenience of elementary kinda takes the fun out.

Post March 26th, 2007, 5:54 pm
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Originally posted by cjd

When I say hand-built, I mean hand-built WITHOUT the AHG. That really makes getting a realistic Intamin feel difficult. And it doesn't matter now. I'm now officially a tooler. The FVD is just too darn convenient to not use.


Again download Raspberry Beer Blast. It's a rocket too, but it was "harder" because it does loops. I made it to prove a point to sissies like you that something like that can be done by hand.
http://www.coastercrazy.com/track_exchang ... p?tid=9832

Originally posted by cjd
And I have a new layout in mind. It isn't quite as flashy, but it is much more random, hugs the ground more, the bursts of airtime are at random points rather than collected in big hills, and I've added a new original element into the mix. All that remains from the original is the launch/drop, the second hill (which is now after a tunnel turn and a ground turn rather than directly after the drop), and the final downward spiral and double-up. Everything else has been completely re-thought. Off to work I go...


I can't wait to LOL at this.
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Post March 26th, 2007, 6:40 pm

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ive never in my life used any tools, not even AHG.
and im aware that my tracks are probably nothing special, but im not convinced they are crap though either.

Post March 26th, 2007, 6:41 pm
cjd

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Well, once this latest version of the track is done, I will have three different versions. Perhaps then I will offer testing so that I can get opinions on what people like and dislike about each track.

And what, now you're telling me that FVD is "wimping out" and I should go back to hand shaping? Give me a break... maybe I should just accept the fact that whatever I do, you're always going to have something to flame me about.

Post March 26th, 2007, 6:49 pm
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No your hand building methods were wussy. You need to work on the whole reading what people are writing thing.
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Post March 26th, 2007, 6:52 pm

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Ummmm, could somebody give me a link to that Top Thrizzle Dragster coaster? None of the site searches are working for me, always turns up with no results.

Post March 26th, 2007, 11:14 pm
cjd

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It's only on Coastersims... just search for the word "thrizzle" in the exchange.

Post March 28th, 2007, 12:59 pm
cjd

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Well, I've been working on shaping the new layout over the last couple of days, and the adrenaline and originality are looking good. But the problem was that while the elements worked, and the track was technically sound, it just didn't 'feel' right to me. The shaping and g-forces were way too perfect, which made the coaster feel like it was made by a machine or something. So, pretty much, I'm going back over the entire formula and adding subtle banking and g-force variations within the elements to make them feel more fluid and hand-crafted rather than rigid.


Here's the sequencing of all three versions of the track. Once this third and final one is done, I'll hold test riding and ask for everyone's opinions on which layout is the best.

Layout 1: (original)
-130 mph launch
-470 ft tophat (-1.3 g's)
-370 ft air hill (4.5 sec airtime)
-Vertical Overbanked Turn (150 degrees)
-Outerbanked Hill (-30 degrees)
-Hill with diving turn as exit (-.6 g's)
-Ground Turn into Volcano (4.5 g's)
-Fast Transition
-Double-Up (-1.5 g's)
-Brakes
(Follows Grid)
Image


Layout 2: (revamp of original)
-124 mph Launch
-490 ft Tophat (-1 g's)
-370 ft Air Hill (4.5 sec airtime)
-Vertical Overbanked Turn (150 degrees)
-Stengel Dive
-Overbanked Tunnel Turn (110 degrees, 4.5 g's)
-90 Degree Camelback (3.5 sec airtime) *new element*
-Banking Transition
-Hill with diving turn as exit (2 sec airtime)
-Ground Turn into Volcano (4 g's)
-Fast Transition
-Douple-up (-.8 g's)
-Brakes
(Follows Grid aside from the middle section, between the second hill and 90 degree camelback. (very traditional for me))
Image


Layout 3: (new, FVD-created layout)
-121 mph Launch
-460 ft Tophat (-.6 g's)
-Tunnel Turn (4.5 g's)
-Air Pop
-Ground Turn (4.4 g's)
-Camelback Hill (2 sec airtime, -.9 g's)
-High-G Incline (4.9 g's, 100 degrees banking)
-Elevated 0-g Heartline Transition
-Schwarzkoph-style High-g Dive (4.5 g's, 130 degrees banking)
-Turn (4.3 g's)
-Overbanked Outerbanked Hill (-100 degrees, 3 sec ejector air) *new element*
-Air Pop (-.8 g's)
-Diving Turn into Volcano (4.4 g's)
-Fast Transition
-Double-up (0 g's, then -1 g's)
-Brakes
(everything is off the grid except for the launch, tophat, and brakes.)
Image

Post March 28th, 2007, 11:04 pm

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I had an "overbanked outerbanked hill" segment at 99* with whatever negative g value that I don't feel like checking on Diavolezza.

Just letting you know though... everyone has an "outerbanked" hill/turn on their ride nowadays, they're really getting overdone because they're all the same. I'm glad atleast you're trying to make yours different from the norm... still though, peeps don't need one on every ride ever made.

Layout from the top looks much better. That second one was actually much worse than I expected. Third looks decent.

Post March 28th, 2007, 11:08 pm

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Yeah, I've noticed that too dcs. People, including myself, seem to becoming more fond of including the underbank elements in their designs. By the way, cjd, the ride seems to be looking pretty cool. Keep up the good work and you'll have another magnificent design on your part!
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Post March 28th, 2007, 11:26 pm
cjd

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^That one is WAY different. Mine starts from the ground, and stays close to it. Yours is kind of like the outerbanked exit from an inversion.

Post March 29th, 2007, 4:22 pm
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Layout is much better, I am still rather scared until I see a 3D view so I can see the heights of things and such.

http://www.rcdb.com/ig556.htm?picture=5
http://www.rcdb.com/ig556.htm?picture=1

Georgia Scorcher has a low divey weird banked turn that you made. Pretty intense and revolutionary if it has been built on a standup, and a B&M at that.
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Post April 24th, 2007, 12:53 pm

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Wow! Nice layout and great job (by it's looks) on the FVD's!

When are you going to start on the 3ds?

Post April 24th, 2007, 3:02 pm

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