Board index Roller Coaster Games Hard Hat Area Maverick - CP

Maverick - CP

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 September 27th, 2006, 6:17 pm

Posts: 2052
Points on hand: 4,906.00 Points
Location: USA

Originally posted by Real

McVeens productions are normally VERY off. Hes not very good at shaping his rides.


you can't be serious... everything he does (disregarding his past work before parks paid him) is "dead-on-balls accurate"

Post September 27th, 2006, 9:49 pm

Posts: 5286
Points on hand: 3,059.00 Points
Location: USA
Actually, no its not. I am serious. His past stuff was not too good but hes still got things he needs to work on. Mostly with the banking.

Check out the Maverick POV - the drops pull out is not very smooth at all. Some of the banking is a little wonk.


Check out his POV of Renegade too - that ones not too good at all. Theres some odd things all around. Nothing much that most people would notice, but, when you know how it should react and it doesnt - thats when you notice.

Post September 30th, 2006, 7:55 am

Posts: 5286
Points on hand: 3,059.00 Points
Location: USA
Horseshoes are almost done. Got some quality work done this morning.

Just a heads up...I wont be around for 8 days. I am going to the Western Caribbean and will definatly not be thinking of NoLimits or maybe even coasters...well, I shouldnt lie, Ill think of coasters at some point.


So Im really just trying to get this nailed down today before I start packing. I may throw up a video or something soon.

Post September 30th, 2006, 8:07 am

Posts: 5367
Points on hand: 1,916.00 Points
Location: San Antonio, Texas, USA

Awesome, sounds good. I look forward to seeing any updates.

Post October 19th, 2006, 4:32 pm

Posts: 5286
Points on hand: 3,059.00 Points
Location: USA
Well, after wrestling with the drop for days, I finally nailed it down. For those who didnt notice, it actually has a turn right after the apex at the top and turns slightly the entire way down. Very strange.

http://www.nolimitsdevcenter.net/i20854
All I gotta do is add more turn to the bottom which is the easy part.

Heres the proof:
http://www.pointpixels.com/4images/deta ... ge_id=9042

Post October 19th, 2006, 6:58 pm

Posts: 2052
Points on hand: 4,906.00 Points
Location: USA

wow, I didn't know the drop curved so much, yea it is very strange. man thats gotta be really freaky to start turning on such a steep drop

Post October 20th, 2006, 6:40 am

Posts: 814
Points on hand: 290.00 Points
Location: London, United Kingdom

That drop is looking superb i can't wait to see more progress.

Post December 23rd, 2006, 9:20 pm

Posts: 5286
Points on hand: 3,059.00 Points
Location: USA

Post December 24th, 2006, 2:27 am

Posts: 2052
Points on hand: 4,906.00 Points
Location: USA


Post December 24th, 2006, 2:33 am

Posts: 2145
Points on hand: 3,189.00 Points
Location: Toronto, Ontario, Canada

Wow Real, that's very good! But i think the transition after the drop is a but too drawn out, and the entrance to the tunnel raises too much. But it looks awesome!

Post December 24th, 2006, 2:34 am

Posts: 6124
Points on hand: 10,012.00 Points
Location: Minnesota, USA
I think it looks good! The horeshoe roll is perfect! The drop, the airtime hill, all very awesome.

Yeah, Real, I noticed that about the hill too. It should be really intense and will probably gather all the more force at the bottom of the hill during the turn.
1-Millennium Force | 2-Intimidator 305 | 3-Fury 325
4-Skyrush | 5-Iron Rattler | 6-X2 | 7-Kingda Ka
8-Voyage | 9-Maverick | 10-Monster

161

Post December 24th, 2006, 4:02 am

Posts: 2171
Points on hand: 1,469.00 Points
Location: La Verne, CA, USA
I think the drop looks fine, the one thing that looks a bit off is the little pop up to the brake run, that looks like it has too much snap.

Post December 24th, 2006, 4:51 am

Posts: 3153
Points on hand: 2,837.21 Points
Bank: 6,969.69 Points
I agree with SFMM homie. I thought you said you were going to fix that?

Post December 24th, 2006, 4:01 pm

Posts: 5286
Points on hand: 3,059.00 Points
Location: USA
I made that video back when I probably said I would change it.

But Im still not sure. It looks close enough to me. Plus it gives what I am assuming to be a good pop of airtime. I dont want to rub that out too much.


Originally posted by coasterguy77

Wow Real, that's very good! But i think the transition after the drop is a but too drawn out, and the entrance to the tunnel raises too much. But it looks awesome!


Dont go by the renderings, go by the pictures. His rendering made that transition from the drop really odd. For one his banking isnt nearly as fluid as the pictures show. Its one of the harder transitions on any ride Ive had to create. Its so...weird.

My final plans will be to leave the track, once its completely done, just as is till I get to ride it. Once I can feel how the forces are and other little nuances, then Ill finalize the track.


Up till then, its still all up for tweaking.

Post December 24th, 2006, 4:10 pm

Posts: 2171
Points on hand: 1,469.00 Points
Location: La Verne, CA, USA

Post December 24th, 2006, 4:25 pm

Posts: 6124
Points on hand: 10,012.00 Points
Location: Minnesota, USA
Yeah, SFMM is right. The pop is way to rough. Pull back that turn before it and stretch it out a little more. That'd be my suggestion.
1-Millennium Force | 2-Intimidator 305 | 3-Fury 325
4-Skyrush | 5-Iron Rattler | 6-X2 | 7-Kingda Ka
8-Voyage | 9-Maverick | 10-Monster

161

Post December 24th, 2006, 4:39 pm

Posts: 2171
Points on hand: 1,469.00 Points
Location: La Verne, CA, USA

Post December 24th, 2006, 5:55 pm

Posts: 6124
Points on hand: 10,012.00 Points
Location: Minnesota, USA
Well, I don't exactly mean rough, I mean more along the lines of what you said, "too much snap", but didn't want to copy what you said.
1-Millennium Force | 2-Intimidator 305 | 3-Fury 325
4-Skyrush | 5-Iron Rattler | 6-X2 | 7-Kingda Ka
8-Voyage | 9-Maverick | 10-Monster

161

Post December 24th, 2006, 6:00 pm

Posts: 3153
Points on hand: 2,837.21 Points
Bank: 6,969.69 Points
Yeah, compare that pic SFMM homie posted to yours here http://www.nolimitsdevcenter.net/i19208

There's definately a noticeable difference. Don't trade forces for shaping, especially with a ride that hasn't opened yet, and has no public G-graph. If your shaping is there, then in general forces should be fine.

Previous

Return to Hard Hat Area

 


  • Related topics
    Replies
    Views
    Last post